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Research Questions
What the impact of meaningful gaming on students’ motivation in a higher education setting?
Participants
The participants were students at NUS who were in their first year of study.
Students were from Singapore, Indonesia, Malaysia, China, India and Thailand. The ratio of
male to female students was about 3:1. Ages ranged from 19-25.
Research Design/Procedures
A gaming module was created in conjunction with material that was covered in class. Students
would play a game connected to certain things they were expected to cover in class.
Pretests were administered before every use of the game to assure that the material covered by
the game was new to them. A posttest was also administered after the study to test the students’
knowledge of certain grammar principles. After playing the game the participants would fill out
questionnaires to describe their enjoyment, interest, tension and stress regarding the use of the
game. The quantitative and qualitative data was collected and then analyzed and the responses
were grouped into different categories and rated on their level of intensity.
Results
The majority of participants stated for the most part that they found the game fun and engaging.
They also said that they found the game more interesting than taking a traditional quiz.
Many participants also stated that their understanding of the reading improved after playing the
game, particularly in clearing up misconceptions that they had. There was a strong correlation
between being engaged in the material and comprehension. This was evident from comparing
how the students rated their interest in the gamification to their scores of comprehension.
Discussion
Student not only expressed interest excitement and confidence with their gaming experience they
also felt they experience an increase in competence after playing the game. From the results of
the surveys the conclusion could be made that gamification does indeed increase the motivation
Critique
I felt while I read this article that they were not upfront with the number of participants that they
had in the study. Often when dealing with qualitative data is common not to have as many
participants when compared to quantitative studies but I would have expected it to have been
better stated the number of participants in the study. I feel that this type of research could be very
important to teachers teaching foreign language. If gamification increasing the motivation and
interest of students then of course teachers would love it. The concern I have is if teachers would
be able to replicate the same type of gamification that was used in this study. It might be
complicated for them to do so. Unless they received permission to utilize the same program that
was used in this study, they would have to create their own program to mimic the platform. This
would be very difficult and time consuming. Teachers would need to focus on how to implement
gamification in their own way in their own classroom. However, it would reduce the likelihood
of them producing the same results. Additional studies would need to be performed to test the
effects of different types of gamification and its impact on students in the classroom.