Effect of Gamification Application on Motivation and Performance in Basic Science among Upper Basic Students, in Kaduna Metropolis, Nigeria
Abstract
This study explores the effects of gamification on the academic performance and motivation of upper basic science students in Kaduna metropolis, Nigeria. Utilizing a quasi-experimental design, the population of the study covered fifteen public junior secondary schools in Kaduna Metropolis A total of 2,434 student’s forms the population of the study. Samples of 2 schools with a total number of 120 students selected using simple random sampling technique, participated in the study. From the two schools one intact class was randomly assigned to experimental or control groups. For the purpose of data collection, two instruments: Basic Science Academic Performance Test (BSAPT) and Student Motivation Questionnaire (SMQ) were used. The instruments were validated by experts and pilot tested with the reliability coefficient for SMQ was r = 0.71 and BSAT was r = 0.81The research involved two groups: an experimental group exposed to gamified learning strategies and a control group receiving traditional instruction. Descriptive statistics in the form of mean and standard deviation were used to answer research questions while the hypotheses were tested using Independent t- test statistics and ANCOVA. Results obtained from the analysis revealed that gamification significantly enhances both academic performance and student motivation and there is a statistically significant difference in how students rated the effectiveness of different game elements, with points, badges, and leaderboards rated higher than others suggesting its potential as an effective pedagogical tool in Nigerian science education. Based on the findings of the study recommendations were made such as principals should ensure that teachers at the upper basic level should incorporate gamification techniques such as points, badges, leaderboards, and challenges into their daily teaching to enhance student motivation and academic performance.
Keywords: Gamification, Academic Performance, Motivation, Upper Basic Education,
Kaduna, Nigeria