- Home
- Vol 1, No 1 (2022)
- Ekunola
Undergraduate Students’ Awareness to Adopt Gamification for Learning in University of Ilorin, Nigeria
Gbadebo Temitope Ekunola
(1
), Ebenezer Omolafe Babalola
(2), Eyiyemi Veronica Omolafe
(3), Aminat Temitope Ibrahim
(4),
(1) University of Ilorin
(2) University of Ilorin
(3) University of Ilorin
(4) University of Ilorin

Corresponding Author
Abstract
Gamification is simply the application of games to a particular activity. Thus, gamification for learning can simply be put as the process of using games for learning activity. The objectives of the study were to: Determine undergraduate’s Awareness of gamification for learning, Determine the difference in undergraduates’ awareness towards the adoption of Gamification for learning based on gender, and Determine the influence of undergraduates’ Area of study on their Awareness to adopt Gamification for Learning. A self-structured questionnaire was used to collect data from 148 students. Mean analysis was used to answer research question, independent sample t-test, and one-way ANOVA. The study revealed that undergraduates are aware of gamification for learning. Also, by concerning irrespective of their gender and area of study, undergraduates are aware of gamification for learning. The conclusion drawn from this study emphasizes that awareness of the usefulness of gamification for learning was affirmed to be at a positive side. The results of the study show adequate evidence for the importance of games in teaching and learning as a tool to boost the academic performance of undergraduates in this earnest 21st century.
Keywords
Awareness; Gamification; Gender; Learning
References
Abanikannda, M. O. (2019). Towards Enhancing Quality Learning among Undergraduate Students in Nigeria's Universities: The Place of Social Media Networking. Asian Journal of Distance Education, 14(1), 88-97.
Ertmer, P. A., and Ottenbreit-Leftwich, A. (2013). Removing obstacles to the pedagogical changes required by Jonassen's vision of authentic technology-enabled learning. Computers and Education, 64, 175-182.
Huang, W. H. Y., and Soman, D. (2013). Gamification of education. Report Series: Behavioural Economics in Action, 29, 11-12.
Full Text:
PDF
Article Metrics
Abstract View

: 1001 times
PDF

Download : 627 times
Refbacks
- There are currently no refbacks.
Copyright (c) 2022 Yayasan Bumi Publikasi Nusantara

This work is licensed under a
Creative Commons Attribution-ShareAlike 4.0 International License.