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Teachers and educators worldwide are constantly employing new methods
to help their students achieve their learning outcomes. The traditional way
of teaching students has been criticized because of not keeping up with the
technological advancement, the rote methods employing which the content
is taught, and for resulting in students that are ill-prepared. The traditional
classroom set-up does not encourage active learning, students are not
engaged and don’t feel motivated. The knowledge imparted in such an
environment does not stay with students for long, which results in
unachieved learning outcomes, and students with poor basic concepts, as
they move towards higher education.
An approach that has attracted a lot of students and teachers alike, is
edutainment. It refers to the amalgam of education and entertainment.
Entertainment based education can involve games, videos, television
programs, or any interactive application that is educational, yet entertaining.
Gamification for learning refers to applying game design to the desired
content for achieving specific learning outcomes.
This study investigates the outcome of incorporating an interactive learning
application into a curricular education, and then access its effectiveness on
students’ concept retention. Concept Retention refers to the action of
absorbing and continuing to have a grip on a concept when it has been a
while after studying the specific subject/lesson/concept. The goal of this
study is to investigate if there is a difference in students’ concept retention if
the techniques of Video-Based Learning (VBL), Game-Based Learning (GBL),
and Problem-Based Learning (PBL) are employed together.
An interactive learning application involving VBL, GBL, and PBL was
developed after conducting a base study with students of The Smart School,
a low-income, co-education private school, located in Rawalpindi, Pakistan.
A group of 58 students was selected for the purpose of this study. The topic
of “Newton’s Laws of Motion” was taught using an interactive learning
application named “Meteor Rush”. Two workshops were conducted to
introduce the students to the application, and let them each try it
individually. The main resources of this research are the data collected
through surveys, pre-test, and post-tests. The data collected was fed to SPSS
software, and the statistical analysis was conducted. For testing the
significant difference between the mean scores of students before and after
the training period, independent t-test was utilized. The significance level
chosen was less than 0.05. As, a result of this analysis, it was found out that
the students’ mean score consistently increased in each consecutive test,
which leads us to believe that an interactive learning application, employing
VBL, GBL, and PBL increases students’ retention of the chosen topics. |
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