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Innovative Computing Review (ICR)

Volume 2 Issue 1, Spring 2022


ISSN(P): 2791-0024 ISSN(E): 2791-0032
Homepage: https://journals.umt.edu.pk/index.php/UMT-AIR

Article QR

Title: Early Childhood Education through Gamification


Ghuzanfar Chudhary1, Muhammad Waseem Aslam1, Muhammad Aqeel2,
Author (s): Danish Irfan3, Ameer Hamza1, Muhammad Raza1

Affiliation (s):
1
Department of Computer Science, Superior University Lahore, Pakistan
2
Department of Software Engineering, Superior University Lahore, Pakistan
3
Department of Information Technology, Superior University Lahore, Pakistan

DOI: https://doi.org/10.32350.icr.21.04

History: Received: March 15, 2022, Revised: April 29, 2022, Accepted: June 5, 2022

G. Chudhary, M. W. Aslam, M. Aqeel, D. Irfan, A. Hamza, and M. Raza, “Early


Citation: childhood education through gamification,” UMT Artif. Intell. Rev., vol. 2, no. 1,
pp. 00-00, 2022, doi: https://doi.org/10.32350.icr.21.04

Copyright: © The Authors


Licensing: This article is open access and is distributed under the terms of
Creative Commons Attribution 4.0 International License
Conflict of
Interest: Author(s) declared no conflict of interest

A publication of
School of Systems and Technology
University of Management and Technology, Lahore, Pakistan
Early Childhood Education through Gamification
Ghuzanfar Chudhary1, Muhammad Waseem Aslam1, *, Muhammad Aqeel2,
0F

Danish Irfan3, Ameer Hamza1, Muhammad Raza1


Department of Computer Science, Superior University Lahore, Pakistan
1

2
Department of Software Engineering, Superior University Lahore, Pakistan
3
Department of Information Technology, Superior University Lahore, Pakistan

Abstract-Early childhood education of the efficiency model, this paper


through gamification provides a investigated the learner’s autonomy,
wholly new environment to students. learning environment, and
For this reason, compelling compelling outputs in students’
opportunities are set to accomplish academic performance. The design
the challenging goal for educators/ of this research is experimental. For
teachers. Hence, in early childhood this experimental investigation the
critical thinking and assessment overall academic performance of pre
competencies, is involved to promote and primary students was accessed
the efficiency and mainstream by using the digital gamification
education of gamification. Therefore, learning based model. Hence,
this paper aims to decide the effect random samples from five institutes
of personal development in early were used to collect the data for the
childhood years that are helpful in further analysis. In these selected five
gaining knowledge in the classroom institutes three were the boys’ school
and out of the classrooms of pre and and 2 were the girls’ school. Thus,
primary students' overall this study targeted the use of
performance. The current research gamification in the educational
aims to prove the significance of institutes and its effects on the pupil
gamification and its existing achievements. To measure the
knowledge of gear right into a performance of the children by using
teacher's coaching technique by the formula of effectiveness and
upgrading the student's overall efficiency this study aimed to
performance. The only way to investigate the outcome of model
practice digital methods in the study
of students and achieve the objectives

*
Corresponding author: MSCS-F20-007@superior.edu.pk

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enforcement in educational receiving and consolidating


curriculum. information, and giving
constructive feedbacks. The main
Index Terms- gamification, primary,
goals of gamifications are to
pupil, gaining.
enhance the passion for life learning
I.Introduction process, generate abilities, optimize
learning, and support socialize
A. Background of study
behavior of students. [4]. The
Gamification has a high traditional educational strategies do
impression on children not respect the above-mentioned
development, socialism, socio- basic concepts because it is
economics, and on academic inadequate in terms of
success. Early childhood education direct/deductive learning process. It
is a critical and most important stage decreases the children motivation
of children where they acquire and by not providing the doing-based
develop their social and cognitive learning which is also called the
skills, self-esteem, and perceptions. fixed- based learning structure.
It also significantly impacts the Consequently, the students have no
socioeconomic and personality choice but to improve the skills set
outcomes of the individuals [1]. because their motivation, creativity,
Early childhood education is a very and interactive intentions were
important and basic stage of ignored in the knowledge
learning for the pre and primary acquisition process.
students. It also has a significant
It is more difficult to motivate
impact on the whole life of children
students which are currently living
in building their social cognitive
in the rural areas. Some students are
skills set to improve the thinking
deprived of schooling in rural areas
ability and enhance their decision-
due to the challenging survival
making power to improve their
conditions for instance lack of basic
leading ability [2]. Early childhood
infrastructure, schools located far
education plays an integral role in
away from the residential areas, and
the development of children
poverty which also deprives the
perceptions which directly define
students of acquiring the basic
their future goals, motives, and
education. Hence, some families do
achievements [3].
not know the value of education and
Early childhood education are less interested to give education
claimed that learning requires to be to their children [5]. The challenge
attentive, engaged, concept based, is to give and raise awareness in the
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Early Childhood Education…

rural areas by motivating early increasingly used in the educational


childhood education. Hence, performance of students which
learning through gamification for creates a fun learning experience
instance play-based or doing-based the pupil.
learning allows students to interact Gamification has improved the
with others in a stimulate quality of early childhood education
environment which maintains and in these recent years [9]. It has
increases their motivation, rapidly spread the digital
interaction, and decision-making
pedagogical material and allowed
ability in early childhood [6]. the teachers and students to access
Early childhood education online material.. In this regard the
through gamification is the best way aim of this current study is to use
to teach children doing based digitalized games-based education
learning process to get their on the pedagogical aspects. This
attention and to engage their skills paper presented a methodological
by providing constructive feedback. approach that used gamification
Early childhood education provides play based learning for the early
rich variety of doing based activities children’s educational performance
in a stimulated environment. Hence, [10].
by enhancing cognitive skills doing
B. Problem Statement
based activities enhance the
creativity and learning skills with Telecommunication is an
the experimental knowledge. It also integral part of reading and writing
st
enables the children to improve their skills for scholars of 21 century. In
capabilities to deal with the real-life addition, it is more rigorous and
situations [7]. Gamification is a active as compared to training they
practical based education and is a received at an academic level. This
natural way for the child learning has created a gap between student’s
process which most likely improve learning inspiration and school-
their skills in the early years of life. based knowledge areas. In order to
When students learn through meet the upcoming demands of
gamification after seeing new things global economic growth and urge
their ability of critical thinking student to constructively participate
enhances their information and as a member of an independent
develop the interest about society, a collective effort is
knowledge [8]. Gamification required on academic level to
provides learning through playing a transform classrooms. In order to
pedagogical strategy that is resolved this, a new gamification
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has been introduced as research consider students views regarding


literature shows that gamification their experience of gamification,
has creative potential that promotes inspirational knowledge, and
learning environments. It develops a interactive communication that
better realizing of the effect and resulted in the recommendation of
potential influence of game-based gamification for learning and
education on learners. academic purpose.
C. Research Objectives
E. Signature of the study
1. To infuse gamification for
gaining knowledge and achieve The researcher declared after the
better results in schools in order to investigation that childhood
enhance the usage of digital education through gamification
studying and talents improvement. increases the students’ engagement,
motivation, deep learning, thinking
2. To urge students to use capabilities, personal development,
gamification for learning in the academic performance, and long-
study rooms and on the domestic term learning. The researcher also
levels. indicated that teachers have
D. Research Questions observed and confirmed the use of
academic strategies through
The selected questions guide gamification which resulted in
this study: difficulty in preparing their lectures
1. Does the role play of and teaching strategies which were
gamification affect the academic already fine. Moreover, the
performance, engagement, and researcher also indicated that these
thinking capabilities of students? new lecturers would enable
students of pre and primary school
2. How motivational design in enhancing their capacity through
affects the inspiration, the gamification curriculum.
pronunciation accent, and deep
learning of the pre and primary II.Literature Review
students? The resolution of this acquired
3. To identify the student education was to estimate the effect
recommendations after considering of gamefic thinking on the inner
their experiences of gamification? inspiration and on the academic
appearance of pre and primary
To answer the above research school students. The review of
questions, the current study aims to

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related texts is based on the research up in order to leverage references to


questions given below. identify other sources, such as
books, websites, films, and articles
(a) How the game modification
not originated in the previous
affects the inner motivation of the
searches [12]. For this in this
students?
literature review several selected
(b) Whether game modification books have been reviewed, later in
affects the academic performance of these studies it is argued that a social
students or not? approach is significantly required in
(c) What recommendations constructing the educational
students could make after instructions which is an essential
meditating their knowledge of beneficial impact for the students'
gamification? internal motivation and academic
performance. [13]. The above-stated
The loosely based and minimal argument is based on current study’s
research on gamifications ended in literature review, which includes
non-essential results and diffusing theory and research efforts. The
terms like 'make a game' or updated literature is divided into
'gamification.' However, combining three parts. The first section covers
variables like keywords (e.g., "' the meaning of gamification, as well
gamely thinking AND inspiration") as its components (e.g., mechanics,
may limit the search until other aesthetics, and so on). Further it
relevant studies are published. differs from associated concepts
Hence, the term ‘gamification’ was like game-based education and
selected to confirm the examination tough games [14]. The additional
of this rapidly increasing subject, sections define the emerging
which encompasses a wide concept of gamified reading and
spectrum of gamify and includes assessments, the gamification
words like gamifying, gamified, and proposal, and its frameworks [15]. It
fun. Early childhood education compares gamification to behaviors
source data was used to conduct of students as well as social methods
preliminary searches [11]. of improving gamification and
Throughout the remainder of 2017, summarizes outstanding motivation
programs were chosen, sorted, and frameworks initiate in existing
updated based on their dynamic research biography. The outcomes
relationships in the primary listed of this research aim to analyze the
research questions. Therefore, the gamely designs and inner
selected topics were then dredged inspiration, academic achievement,

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and scholar kinds, individually, B. Motivational Frameworks for


make up one-third of the study [16]. Gammification
The concept of incentive in
A. Gamification Definitions over-all and fundamental inspiration
Gamification isn't really a novel in precise, is essential to a
notion in many ways. Throughout sociocultural approach of
the recorded history, people have gamification. The goal of this
utilized games, game components, section is to provide a quick
and theaters to motivate, engage, overview of the significant
and teach pupil [17]. Soldiers and motivating theories and frameworks
establishments for example the Boy that have been utilized in the
Scouts issue symbols for literature review to explain and
remarkable performances of daring design the gamified learning
and ability; international firms systems. For this purpose, this
design games like Control to current study incorporates the flow
enhance customer assignation and theory, self-determination theory
improve sales. Various aspects of (SDT), the ARCS model, and the
game could be found in practically intrinsic motives taxonomy in
every part of life, both past and particular.
current – challenges, cooperation, C. Flow Model
prizes, rules, narratives, and so on
[18]. This raises the question of Flow model defines the spiritual
what distinguishes gamification as a state of existence entirely involved
fresh albeit minor notion. To answer in an action. This implies that the
this question, the first thing that work would be of optimal difficulty
must be comprehend in the word's because if the model is simple then
origin and context is the adaption of the developed actor will appear tired
the use of gramification digital and lose flow. On the contrary, if the
model. [19]. Although, some model is overly complex, the
researchers have pointed out that the developed actor will seem anxious
term "gamified" has been used in and miss movement [20]. Flow
textbooks several times to discuss combines action and awareness,
the learning impact and outcome of focusses attention, loses ego,
gamification digital model. controls act and surroundings,
difficulties deed and unambiguous
criticism. and is autotelic. While
generating a boost in a gamification
knowledge environment is difficult,
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it can provide designers with a design the gamified learning


structure and a goal. Furthermore, systems. For this purpose, this
the current research suggests that in current study incorporates the flow
a gamified workplace, the theory, self-determination theory
conditions for flow are very critical (SDT), the ARCS model, and the
and impactful for the learning intrinsic motives taxonomy in
outcomes. particular.
Game could be found in E. Self Determination Theory
practically every part of life, both The utmost extensively utilized
past and current – challenges, inspirational background in
cooperation, prizes, rules, gamification study is the self –
narratives, and so on [18]. This determination theory (SDT).
raises the question of what According to SDT, individuals have
distinguishes gamification as a fresh a usual proclivity for dynamic, self-
albeit minor notion. To answer this inspired, and self-controlled
question, the first thing that must be behavior [21]. Excessive control,
comprehend in the word's origin and non-optimal difficulties, and a lack
context is the adaption of the use of of connectedness would sap an
gramification digital model. [19]. individual's intrinsic drive, whereas
Although, some researchers have experiences that increase emotions
pointed out that the term "gamified" of capability and self-purpose
has been used in textbooks several would boost it.
times to discuss the learning impact
and outcome of gamification digital F. Classification of Intrinsic
model. Inspirations
D. Motivational Frameworks for The intrinsic inspirations
Gammification motives classification and are
incorporated in the current study.
The concept of incentive in Hence, the findings of the selected
over-all and fundamental inspiration motivating factors of sports
in precise, is essential to a distinguishes between the inner and
sociocultural approach of relational incentives. In the
gamification. The goal of this following paragraphs the
section is to provide a quick taxonomy's categories are discussed
overview of the significant which give relevant empirical
motivating theories and frameworks studies to support the intrinsic
that have been utilized in the inspiration.
literature review to explain and
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Internal Incentives_ includes Fantasy_ Arguably, it is


control, challenge, fantasy, and believed that imagination is a
curiosity. significant contribution to essential
inspiration. Despite the fact that it is
Challenge_ The terms of
rarely regarded in terms of intrinsic
specific challenge inspiration,
motivation. They distinguished
suggested that an action must
between exogenous fantasies and
deliver clear goals with unknown
endogenous fantasies. Endogenous
outcomes, as well as presentation
fantasies, according to this
response that is directly linked to the
argument, are further active because
objective achievements and are
they offer a particular constructive
helpful for the beginners' self-
response, images for learning ideas,
esteem. When they discovered that
and actual applications.
just presenting an action like a game
linguistically with objects was as Interpersonal Motivations-
emotionally successful in raising Cooperation, competitiveness, and
intrinsic inspiration as the "deep recognition are all interpersonal
gamification" learning process. motivators. While some of these
motivators are obviously extrinsic,
Curiosity_ is inspired by two
others might give 45 internal
different sorts of environmental
inspiration which would not occur
cues: sensory and cognitive. The
lacking the existence of and contact
aesthetics of games are linked to the
with further people.
sensory inquiry. On the other side,
cognitive curiosity is linked to the Cooperation_ Emphasize the
concepts of inquiry and the need for importance of characteristics
coherence, or what usually is called between dependent and independent
"well-formed cognitive structures." elements of communications while
creating learning environments
Control- It linked the concept of
which encourage collaboration.
control to a person's need for self-
While independent units do not
determination, arguing that learning
want students to rely on others,
settings should empower students
dependent units require students to
through their perceptions of control.
collaborate extensively with others.
Contingency (the belief that a
single's consequences are dependent Competent_ Exogenous rivalry
on a single's answers), optimal, and could boost inspiration briefly, but it
strength could help to support this could also get detract from intrinsic
perspective. motivation in the long run.
Endogenous competition, like
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cooperation, can be aided by G. Context and challanges


dependent units of interaction. Inter-
Incorporating digital technology
team race was found to be into education and motivating
additionally inspiring for digital learning must need a specific
contestants than teamwork or educational context which could
separate rivalry in recent field only be acquired through teacher’s
research of the gamification active participation [22]. The
technique. discrepancy between aspirational
Recognition_ The last sort of expectations and actual outcomes is
intrinsic motivation that is discussed attributed to demanding situations
in this current study is recognition. that arise as a result of a variety of
Acknowledgement of one's influences on teachers who are
accomplishments is a required attempting to convert their teaching
standard for knowledge practices. In this current study, the
surroundings which get inspiration term "influences" is used instead of
through acknowledgement. the most commonly used term
Leaderboards, symbols, and player "barriers" to acknowledge that not
objects are examples of different all encouragements are hurdles, and
kind of acknowledgment in a some are likely enablers. Hence, the
gamified learning environment. effects of gamification on early
childhood education are depicted in
Fig. 1.
Digital
Teaching
H. Extrinsic Influences
Material

First-order obstacles are


described by extrinsic affect.
Extrinsic effects are divided into
Autonomous
Learning
Gamification
Learning Digital Tools three businesses or agencies:
Parts namely, Obtain access to sources,
institutional factors, and curriculum
and evaluation issues.
Digital
Delivery
I. Intrinsic Influences
Intrinsic influences are also
difficult to approach because they
referred to it as a second-order
Fig. 1. Gamification learning parts barrier. While integrating the
on early childhood education intrinsic effect on teaching
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practices, the digital network is that enables a teacher to analyze the


dominant and difficult. Intrinsic cognitive skills of students [23].
influence is the proper gatekeeper Intrinsic impact is further divided

Access to resource

Amount and types of


technologies, access,
technical support, time to
learn and plan

Institutional factor
School culture,
Extrinsic influence lesdership, planing

Subject curriculum

Early childhood
education through Attitude is innovation,
gamification role of digital
Attitudes and beliefs technologies,
pedagogical beliefs, self
efficiency, mindset

Innovation and routine

Intrinsic influence

Technological,
pedagogical, classroom
management stratigies

Knowledge and skill

Teacher vision and


design thinking

Fig. 2. Extrinsic and intrinsic impacts of gamification on early childhood


education

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into four categories, each of which B. Population


includes features that happen within It's critical to comprehend the
the individual instructors. The four study's targeted groups so that we
categories are mindset and opinions, could figure out who or what the
innovation and routine, data refers to. So, for these purposes
competencies and expertise, the selected population for this
imaginative and prescient, and current study is the pre and primary-
proposal thinking (seek advice from schools. Furthermore, some
fig 2). schools have been randomly
III.Research Methodology selected for this purpose in which
three were (3) boys’ school and two
A. Research Design
(2) were girls’ schools. There are,
Gamification is most significant of course, certain drawbacks
in early childhood education in considering the studying
which the researcher could work to populations. As a result, this study
increase the performance of the utilized statistics to research
students. The points which were subpopulations and collect
used to enhance the output of statistical samples of small
children’s and created an impact on segments of larger groups in order to
them in this paper were intrinsic properly examine the whole range
motivation, extrinsic motivation, of behaviors and traits of the general
deep learning, long term learning population.
outcomes, positive impacts,
enhance thinking capabilities, C. Sample and Sampling
enhance student engagement, sharp Techniques
problem-solving skills, able to The sample of this current
thinks differently, improve reading research work based on five (5)
and pronunciation, and personal schools which were selected
development. Hence, some finalized randomly. There were three (3)
points that are most valuable for male and two (2) female’s schools
enhancing the early childhood selected for this purpose. Two
education via gamification were hundred Thirty-two (232) students
intrinsic and extrinsic motivation, were selected to analyze their
long term learning outcome, higher and lower performance. All
improve pronunciation, sharp the students belong to the pre and
problem-solving skills, and primary schools. Simple random
enhanced thinking capabilities. sampling technique was used in this
situation, each person is picked
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randomly by chance, and every 3) Group C: Task (making


member of the selected population students able to think
has an equal chance of being differently/creatively): using
chosen. gamification concept in some
situations given inspiration to
D. Data Collection
students, they select the answer by
Each person is chosen randomly using previous knowledge and using
in this case and every member of the their own thinking capabilities like
population has an equal chance of short comprehensions, reading
being chosen. them, and giving answers of the
E. Experiment required questions, so in this case
students would use their own
1) Group A: Task (enhances thinking capabilities. In this way
pronunciation and accent): in this gamification enables students to
task individual devices were given think differently.
to students of group A and they
learnt from it. Some students which 4) Group D. Task (enhance
are not able to pronounce the word engagement): in this task
after listening it once they used the gamification is used to enhance the
button to pronounce again even then engagement of children. In this
they were able to learn it. Some current time period gamification is
students took short time and some a new and unique technique for the
took extra time but all of the pupil learning of children which learn
were able to learn clear accent by through singing, games, and other
using gamification technique. fun activities. Children’s took more
interest in their education by using
2) Group B: Task (long term gamification in studies. So, in this
learning): using gamification in way gamification is a active
early childhood education learning learning technique for student’s
is a long term pictorial presentation engagement.
of things stored in the memory of a
child for longer time. The colors, The records have been analyzed
background, and examples that are by using usability evaluation
used in gamification are used in numbers to test the momentous
daily life. It makes the students modifications due to the one-of-a-
learning useful and easy to kind educational technique.
understand.

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Table I
Sample groups and tasks for experiments
Groups Tasks Sub-tasks Total Total Task Post
participan time status task
ts (min) evaluati
on
34
45 students
Group A Enhance max complete
(female pronunciat 60 words 45 ASQ
Time d task in
and male) ion accent
taken given
time
Clear
Group B concept
Able to 30
(female enhances
think 45 20 ASQ
ideas 36
And male) differently
perform 2
activities
Words
store in
Group C memory
Long term 40
(female for long 45 1800 ASQ
learning 42
And male) time
perform 2
activities
Able to
Group D Sharp
create 29
(female problem-
solutions 45 05 ASQ
solving 31
And male) perform 2
skills
activities

F. Usability Evaluation examples of errors. Effectiveness is


Performance of usability measures is defined as the number of goals
analyzed by using three parameters that achieved divided by the number of the
are efficiency, effectiveness, and total people involved.
satisfaction. Unintentional actions,
slips, blunders, or omissions made by a
user while attempting a task are

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Satisfaction is measured by the The effectiveness in the


product which is acceptable. usability to enhance pronunciation
Usability is dependent on the accent demonstrated overall average
context of the product used in the of the students which used
specific circumstances. Satisfa.ction gamification. By using non
is measured through ASQ technique gamification some students did not
in this paper. It also contains some take fully interest in the class so they
point scale questions (strongly were not able to learn properly and
disagree=1, disagree=2, somewhat the average of these students is
disagree=3, neither agree nor shown in Figure3. Learning via
disagree=4, somewhat agree=5, gamification is interesting for the
agree=6, strongly agree=7). It students and a total new experience
shows the aspect ease of task which enabled them to learn
completion, time to complete task, properly with full interest. The
and analyze the satisfaction level. results are shown in Figure3.
IV.Results and Discussion Gamification is providing a
wide range of concepts and other
The effectiveness, efficiency,
related things so in this way students
and satisfaction of four common
could see different things and
features have been calculated,
broader their critical thinking
including improved pronunciation,
ability. Hence, with the passage of
the ability to think differently, in
time, they would be able to think
long-term learning are keen
differently, for this the results are
problem-solving skills. Three
shown in Fig. 3.
usability factors are used to
illustrate the results.

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100%
90%
80%
70%
60%
50%
40%
via gamification
30%
non gamification
20%
10%
0%
e.pronunciation
ableaccent
to think different long term learning sharp problem solving skills

Fig. 3. Effectiveness a) Activities e Experiment

Via Gamification
90
80 Non Gamification

70
60
50
40
30
20
10
0
e.pronunciation accent able to think differently long term learning sharp problem solving
skills

Fig 4. Experiment results average


In this chart, the average results experiments of this paper
of the experiments are shown which enhanced pronunciation accent and
highlights that the conducted the results of this experiment are

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shown in the chart that expresses via gamification is better than the
75% children’s were able to performance of the students that
enhance their pronunciation/accent were using non-gamification.
while the students that were not Gamification provides victorious
using gamification the results were views by enabling a child to take
relatively low than 50% which is more interest in this form of study.
lower than the gamification. So in Another advantage of gamification
the chart listed below the overall is that the child repeats the lesson
results are shown which highlighted but in the classroom this option is
that the performance of the students not available.

330 records 0 records


identified identified
through through other
searching sources

320 records after


duplicate
removal

320 records
screened at 195 records are
title/abstract excluded
level

85 full text
125 full text
articles
articles assessed
excluded, with
for eligibility
reasons

50 full text
articles included

Fig 5. Flow diagram of total articles and after excluding, included articles
V.Conclusion through tables indicate that
gamification is better than other
This paper aims to investigate
ways of learning. Gamification
early childhood education through
enhances student’s motivation by
gamification. Some facts depicted
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using icons, badges, and scoring [1] R. Andrews, “Where next in


points. By conducting this activity- research on ICT and literacies?”
based learning they all tried to gain English Educ., vol. 37, no. 3, pp.
more points so in this way they 28-41, Sept. 2003, doi:
learned new things which increased https://doi.org/10.1111/j.1754-
their academic performance. 8845.2003.tb00603.x
Furthermore, this paper also
described that learning through [2] W. Mougayar, The business
gamification is a long term- pasting blockchain: Promise, practice,
of pictures of various things, which and application of the next
also has a longer impact on the Internet technology. John Wiley
memory of children. Learning & Sons, 2016.
through gamification is also a deep
and practical-based learning which [3] P. F. Bassett, “Reengineering
is useful as shown in the Tables. schools for the 21st century,”
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