Leveraging Gamification in Science Learning for Secondary Students

Authors

  • Nurtihah Mohamed Noor College of Computing, Informatics and Mathematics, Universiti Teknologi MARA Perlis Branch, Arau Campus, 02600 Arau, Perlis, Malaysia https://orcid.org/0009-0000-2793-2818
  • Nur Adam Abdul Rahim College of Computing, Informatics and Mathematics, Universiti Teknologi MARA Perlis Branch, Arau Campus, 02600 Arau, Perlis, Malaysia
  • Hawa Mohd. Ekhsan College of Computing, Informatics and Mathematics, Universiti Teknologi MARA Perlis Branch, Arau Campus, 02600 Arau, Perlis, Malaysia https://orcid.org/0000-0002-6343-5736

DOI:

https://doi.org/10.58915/amci.v13i4.1477

Abstract

This project aims to study the usefulness of incorporating gamification for science learning, for secondary school students. Ever since, the Science subject has been a hassle to the students, as well as the teachers. Therefore, a web-based system with gamification has been proposed. The waterfall model was chosen as the project's methodology, which consists of planning, analysis, design, implementation, testing, and documentation phases. Firebase was used as the cloud database to ease data storage and analysis. The selection was made to ensure the data from interactive activities such as watching films and doing exercises was securely gathered and used. Students earned points, badges, and were ranked as they performed assignments, adding a competitive element to the learning experience. A usability test was carried out to assess the success of the gamified learning platform using PSSUQ (Post-Study System Usability Questionnaire). The survey participants were chosen randomly from a group of high school students and teachers. After using the gamified website, they were asked to submit feedback by answering 16 constructed questions. Positive feedback was gathered from the survey, as most of the questions recorded mean values between 4.0 and 4.5. Hopefully, this study will provide further information regarding the effectiveness of gamification in learning, particularly in science learning for secondary students.

Keywords:

gamification, Science, learning, secondary students

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Published

2024-11-07

How to Cite

Nurtihah Mohamed Noor, Nur Adam Abdul Rahim, & Hawa Mohd. Ekhsan. (2024). Leveraging Gamification in Science Learning for Secondary Students . Applied Mathematics and Computational Intelligence (AMCI), 13(4), 62–71. https://doi.org/10.58915/amci.v13i4.1477

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Section

Articles