Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Impact of Gamification on Knowledge Acquisition

View through CrossRef
Purpose: The general objective of the study was to examine the impact of gamification on knowledge acquisition. Methodology: The study adopted a desktop research methodology. Desk research refers to secondary data or that which can be collected without fieldwork. Desk research is basically involved in collecting data from existing resources hence it is often considered a low cost technique as compared to field research, as the main cost is involved in executive’s time, telephone charges and directories. Thus, the study relied on already published studies, reports and statistics. This secondary data was easily accessed through the online journals and library. Findings: The findings reveal that there exists a contextual and methodological gap relating to gamification on knowledge acquisition. Preliminary empirical review revealed that integrating gamification elements into educational platforms and training programs consistently led to improvements in knowledge acquisition across various contexts. Gamified learning environments effectively motivated learners, fostered engagement, and facilitated collaborative learning experiences. Findings emphasized the importance of aligning gamification strategies with instructional goals, considering learner preferences, and iterating design based on feedback. While the study highlighted the potential of gamification to enhance learning outcomes, further research is needed to explore optimal strategies and long-term effects. Overall, gamification emerged as a promising approach for promoting effective learning and skill development. Unique Contribution to Theory, Practice and Policy: The Self Determination theory, Cognitive Load theory and Constructivism theory may be used to anchor future studies on gamification of knowledge acquisition. The study provided several recommendations based on its findings. Firstly, it suggested integrating gamification elements into educational programs to enhance engagement and learning outcomes. Secondly, it recommended leveraging gamification for promoting active learning and problem-solving skills among learners. Thirdly, it advised organizations to invest in gamified training programs to improve knowledge acquisition and job performance among employees. Lastly, the study emphasized the importance of ongoing research to better understand the effectiveness of gamification in education and training contexts.
Title: Impact of Gamification on Knowledge Acquisition
Description:
Purpose: The general objective of the study was to examine the impact of gamification on knowledge acquisition.
Methodology: The study adopted a desktop research methodology.
Desk research refers to secondary data or that which can be collected without fieldwork.
Desk research is basically involved in collecting data from existing resources hence it is often considered a low cost technique as compared to field research, as the main cost is involved in executive’s time, telephone charges and directories.
Thus, the study relied on already published studies, reports and statistics.
This secondary data was easily accessed through the online journals and library.
Findings: The findings reveal that there exists a contextual and methodological gap relating to gamification on knowledge acquisition.
Preliminary empirical review revealed that integrating gamification elements into educational platforms and training programs consistently led to improvements in knowledge acquisition across various contexts.
Gamified learning environments effectively motivated learners, fostered engagement, and facilitated collaborative learning experiences.
Findings emphasized the importance of aligning gamification strategies with instructional goals, considering learner preferences, and iterating design based on feedback.
While the study highlighted the potential of gamification to enhance learning outcomes, further research is needed to explore optimal strategies and long-term effects.
Overall, gamification emerged as a promising approach for promoting effective learning and skill development.
Unique Contribution to Theory, Practice and Policy: The Self Determination theory, Cognitive Load theory and Constructivism theory may be used to anchor future studies on gamification of knowledge acquisition.
The study provided several recommendations based on its findings.
Firstly, it suggested integrating gamification elements into educational programs to enhance engagement and learning outcomes.
Secondly, it recommended leveraging gamification for promoting active learning and problem-solving skills among learners.
Thirdly, it advised organizations to invest in gamified training programs to improve knowledge acquisition and job performance among employees.
Lastly, the study emphasized the importance of ongoing research to better understand the effectiveness of gamification in education and training contexts.

Related Results

Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity...
Gamification in otolaryngology: A narrative review
Gamification in otolaryngology: A narrative review
AbstractIntroductionThe medical field has incorporated gamification elements into education platforms over the past decade. The standard definition for gamification that has been a...
Optimising gamification using constructive competition and videogames
Optimising gamification using constructive competition and videogames
This thesis is concerned with the use of gamification to make studying more fun. Games are designed to be compulsive and enjoyable, so if we can apply game design principles to stu...
Gamification and healthcare volunteer motivation: A qualitative survey in the Asir region, Saudi Arabia
Gamification and healthcare volunteer motivation: A qualitative survey in the Asir region, Saudi Arabia
Abstract Introduction: Gamification, the application of game-like elements in nongame settings, has shown promise for increasing motivation acros...
A preliminary investigation of gamification from the young consumer’s perspective
A preliminary investigation of gamification from the young consumer’s perspective
Purpose Over the past decade, gamification’s popularity has broadened into many industries and has become embedded in consumers’ lives. As privacy protection and how firms utilize ...
Gamification for behavior change: a scientometric review
Gamification for behavior change: a scientometric review
Abstract Gamification, which refers to the use of game design elements in non-game contexts, provides similar experiences and motivations as games do; this makes gamificati...
Exploring the impact of gamification on skill development in special education: A systematic review
Exploring the impact of gamification on skill development in special education: A systematic review
Special education settings have experienced technological innovation that have advanced the development of various skills. Gamification is increasingly used to enhance the skills o...

Back to Top