Gamified active learning and 3D technologies for enhancing students' academic achievements

- Bulgakova, Oleksandra S. (orcid.org/0000-0002-6587-8573) and Zosimov, Viacheslav V. (orcid.org/0000-0003-0824-4168) (2023) Gamified active learning and 3D technologies for enhancing students' academic achievements Information Technologies and Learning Tools, 4 (96). pp. 46-57. ISSN 2076-8184

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Abstract

Gamified active learning has been shown to improve students' academic performance and engagement while facilitating the establishment of more social connections compared to standard course settings. The objective of our study was to evaluate the effectiveness of gamification within a single course. We developed a gamified environment using 3D technology to enhance the students' comprehension and interest in the course material. Additionally, we assessed students' attitudes towards gamification, including their perception of its usefulness. The study was conducted using an experimental group (class with gamification implementation - selection two forms of gamification, such as 2D and 3D technologies, which can play an important role in achieving the best results) and a control group (class without gamified activities). The results indicated that the use of gamified educational courses can indeed enhance students' academic performance and acquired competencies, providing more diverse learning methods and motivation. A qualitative analysis was conducted to gain insights into students' perceptions of gamified learning. The feedback obtained during the experiment highlighted the positive impact of gamification on students' motivation, enjoyment, and overall satisfaction with the course. Moreover, gamification allowed for easy modifications to cater to different learning needs. The incorporation of 3D modeling technology provides a more engaging and interactive approach to learning, leading to a better understanding of the subject matter and ultimately improving the quality of education. The conducted experimental study demonstrated a significant in the formation of skills in Computer Science throughout the study process. The utilization of this game-software tool, which employs 3D modeling, is particularly convenient and effective during crisis situations like the COVID-19 pandemic and war, as it facilitates conducting educational activities in a distance format. It also promotes the quick adaptation of students to use IT-technologies in their learning journey.

Item Type: Article
Keywords: Gamification; 3D modeling; game-based learning; online learning; educational software; interactive learning; PC components.
Subjects: Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 00 Prolegomena. Fundamentals of knowledge and culture. Propaedeutics > 004 Computer science and technology. Computing. Data processing > 004.4 Software
Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 00 Prolegomena. Fundamentals of knowledge and culture. Propaedeutics > 004 Computer science and technology. Computing. Data processing > 004.9 ІКТ ( Application-oriented computer-based techniques ) > 004.94 Simulation
Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 3 Social Sciences > 37 Education > 37.01/.09 Special auxiliary table for theory, principles, methods and organization of education > 37.02 General questions of didactics and method
Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 3 Social Sciences > 37 Education > 378 Higher education. Universities. Academic study
Divisions: Institute for Digitalisation of Education > Generic resouse
Depositing User: Алла 1 Алла Почтарьова
Date Deposited: 02 May 2024 15:33
Last Modified: 02 May 2024 15:33
URI: https://lib.iitta.gov.ua/id/eprint/740620

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