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Gamified learning in the Metaverse: Enhancing school-student’s Conceptual grasp of Mathematical topics

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dc.contributor.author Abad, Bushra
dc.date.accessioned 2024-08-21T12:21:18Z
dc.date.available 2024-08-21T12:21:18Z
dc.date.issued 2024
dc.identifier.other 329219
dc.identifier.uri http://10.250.8.41:8080/xmlui/handle/123456789/45717
dc.description Supervisor: Dr. Arham Muslim en_US
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. en_US
dc.language.iso en en_US
dc.publisher School of Electrical Engineering and Computer Science, (SEECS), NUST en_US
dc.subject Gamified Learning, Metaverse, Mathematics Education en_US
dc.title Gamified learning in the Metaverse: Enhancing school-student’s Conceptual grasp of Mathematical topics en_US
dc.type Thesis en_US


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