Please use this identifier to cite or link to this item: https://irek.ase.md:443/xmlui/handle/123456789/3708
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dc.contributor.authorSula, Gerda-
dc.date.accessioned2025-01-16T06:43:15Z-
dc.date.available2025-01-16T06:43:15Z-
dc.date.issued2024-09-
dc.identifier.isbn978-9975-167-96-3-
dc.identifier.urihttps://irek.ase.md:443/xmlui/handle/123456789/3708-
dc.descriptionSULA, Gerda. Enhancing Learning and Retention through Gamification [online]. In: Competitiveness and Innovation in the Knowledge Economy: 28th International Scientific Conference, 20-21 sept. 2024: [Conference Proceedings]. Chișinău: ASEM, 2024, vol. 1, pp. 64-71. ISBN 978-9975-167-96-3.en_US
dc.description.abstractThis study explores the role of gamification in enhancing learning and retention in high school Economics classes. A quasi-experimental design was employed to examine the effects of game-based learning on students' academic performance and knowledge retention, involving two comparable high school classrooms in Lezha, Albania. One class served as the control group and received teacher-led instruction, while the experimental group engaged in gamified learning sessions using Kahoot, a popular game-based learning platform. These sessions were conducted either at the beginning or the end of each lesson throughout the unit. The effectiveness of these approaches was assessed by comparing students' performance on a unit exam and a follow-up exam administered one month later. Students’ understanding of the material was assessed through an exam at the end of the unit, and the same exam was administered again one month later to evaluate retention. The results indicated that students in the gamified classroom significantly outperformed their peers in the control group on the immediate post-unit exam, demonstrating a deeper understanding of the content. Furthermore, the follow-up exam revealed a notable difference in knowledge retention, with the gamified group maintaining higher scores, particularly among students who initially exhibited lower performance. These findings suggest that incorporating gamification into classroom instruction can be a powerful tool for enhancing student engagement, learning, and long-term retention. The positive effects were especially pronounced for students who typically struggle, indicating that game-based learning may help bridge achievement gaps by providing a more engaging and supportive learning environment. This study underscores the potential of integrating educational technology and gamification in social sciences education, emphasizing the importance of innovative teaching strategies in preparing students for the demands of the knowledge economy. The research highlights the need for further exploration of gamification’s impact on diverse learning contexts, aiming to refine and optimize its application in educational settings. DOI: https://doi.org/10.53486/cike2024.07; UDC: 371.311.4(496.5);en_US
dc.language.isoenen_US
dc.publisherASEMen_US
dc.subjectgamificationen_US
dc.subjecteducational technologyen_US
dc.subjecthigh school economicsen_US
dc.subjectlearning retentionen_US
dc.subjectgame-based learningen_US
dc.subjectAlbaniaen_US
dc.titleEnhancing Learning and Retention through Gamificationen_US
dc.typeArticleen_US
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