dc.description.abstract |
This study investigates the impact of gamified learning experiences within the Metaverse
on school-level students’ conceptual understanding of mathematical topics, specifically
through the use of the Math World VR game. Employing a mixed-methods
approach, the research assesses students’ engagement, motivation, usability perceptions,
and learning outcomes before and after the intervention. The sample consisted
of twelve participants, with data collected through pre-test and post-test assessments,
surveys, and interviews. Results indicate a significant increase in participants’ performance,
as reflected in the rise of mean test scores from 12.17 to 14.17, and a notable
improvement in engagement, with high ratings for excitement and interest in the VR
experience. The study highlights the positive perceptions of usability, with participants
reporting that MathWorld VR is user-friendly and effective in enhancing their
understanding of mathematical concepts. High ratings for statements regarding the
relevance of lessons to classroom learning and the effectiveness of interactive features
underscore the educational value of gamified elements. Despite these positive outcomes,
the study acknowledges limitations, including a small sample size and potential biases
in self-reported data. Future research directions are suggested, emphasizing the need
for larger, longitudinal studies to explore the long-term effects of gamified learning on
student outcomes and the effectiveness of various gamification strategies across different
subjects. Overall, the findings suggest that integrating gamified learning in the
Metaverse presents a promising avenue for enhancing student engagement and conceptual
understanding in mathematics, potentially transforming educational practices in
an increasingly digital learning environment. |
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