Examining the Effectiveness of Gamification in Strengthening Active Participation and Learning Outcomes of Students in Higher Education Institutions of Pakistan
DOI:
https://doi.org/10.71016/tp/16g7qy47Keywords:
Gamification, Active Participation, Learning Outcomes, University StudentsAbstract
Aim of the Study: The purpose of the study was to analyze the effect of gamification in strengthening active participation and learning outcomes of students enrolled in Higher Education Institutions of Pakistan. The research paper deeply focused on the motivation, interest, attendance, knowledge acquisition, skill development and attitude change of individuals because of gamification.
Methodology: In order to execute the objectives, quantitative methodology was used and conducted survey from students of higher education institutions of Pakistan. Random stratified sampling technique was adopted. 264 individuals filled the survey.
Findings: Results of the research showed that gamification during classroom learning is quite effective in increasing the participation and to bring out positive outcomes among students. Moreover the motivation and interest level of students is also improved due to gamification. Gamification also positively affects student’s knowledge and attitudes; it also deals with increase in skill development of students.
Conclusion: The study concluded that gamification affect learning outcomes and active participation of students positively. The follow-up from the participants revealed that gamification not only increase scholastic performance but also support communicative and analytical growth among learners.
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Copyright (c) 2025 Hafsa Khan, Dr. Ghulam Safdar (Author)

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