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Gamified Module
Gamified Module
Gamified Module
Tamarah Smith
Results. The attitudes of cognitive competence, affect, value and perceived difficulty were all positively
impacted after completing the gamified exercises. The experimental group also had large effects of test
performance one semester after completing the course.
Conclusion. In line with the theory of gamified learning, these findings suggested that the gamified
modules were successful in shifting students’ attitudes in a positive direction and subsequently
increasing performance. Future studies should introduce randomization between students and examine
the specific pathways between attitudes and performance.
TIS
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The human mind learns best when at play, and our innovative game-based solutions seamlessly blend
the two for memorable learning and learning experiences.
Student engagement is the most often reported reason that teachers bring game-based learning into a
class. The reason for this is simple: the students are already playing games, with 65 percent of college
students saying that they play games regularly or occasionally (Jones, 2003). Students understand the
formats and structure of games and do not automatically associate them with classroom learning, giving
the instructor a space in which to speak to them at a deeper level with course content. Game-based
learning provides Multiple Means of Engagement by involving students in situations that can remove
them from typical classroom activities and ask them to make decisions that matter within the context of
the game.