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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
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
2
Department of Software Engineering, Superior University Lahore, Pakistan
3
Department of Information Technology, Superior University Lahore, Pakistan
*
Corresponding author: MSCS-F20-007@superior.edu.pk
Access to resource
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
Intrinsic influence
Technological,
pedagogical, classroom
management stratigies
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
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
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
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.
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
School of System and Technology
69
Volume 2 Issue 1, Spring 2022
Early Childhood Education…
[21] M. K. Shomirzayev,
“Developing educational
technologies in school
technology education,” Next Sci.
Conf., vol. 1, no. 1, pp. 14–23,
2022.
[22] H. C. A. Kistoro, C.
Setiawan, E. Latipah, and H.
Innovative Computing Review
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Volume 2 Issue 1, Spring 2022