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Introduction Research 2
Introduction Research 2
Bolaño, Divine
Catulinan,Jasmin
Escaro, Ma Joyce Anne
Mempin, Missy
Ong, Krystal Claire
Introduction
Motivation is any process that builds and maintains learning behavior. It's vital
because students are unable to learn unless they are motivated. Learning is considered
as an active process that demands effort on the part of the learner in constructivist
theory (Driver, 1989). As a result, students must be encouraged to make that effort. In
reality, constructivist theory holds that if students are not motivated, no meaningful
learning can take place. Motivation would be essential for encouraging students to
participate in learning and would be required throughout the process until learning is
complete.Motivation becomes an essential pre-requisite and corequisite for learning.
But what could be the reason why students get unmotivated? According to Jim
Wright (2013), one of the reasons is “The student is unmotivated because classroom
instruction does not engage”. In classroom settings, students can choose to respond to
a variety of reinforcing events—for example, watching the teacher, interacting with
peers, looking out the window at passing traffic. The fact is that classroom instruction
must always compete for student attention with other sources of reinforcement
(Billington & DiTommaso, 2003; Skinner, Pappas, & Davis, 2005). There are two ways
that the instructor can increase the student’s motivation to attend
to classroom instruction: (1) by decreasing the reinforcing power of competing
(distracting) stimuli, and/or (2) by increasing the reinforcing power of academic
activities.
The contexts in which gamification has previously been implemented include the
following: work (Arai et al., 2014, Fernandes et al., 2012), education (Landers and
Landers, 2014, Shi et al., 2014), crowdsourcing (Liu et al., 2011, Mekler et al., 2015),
data-collection (Downes-Le Guin, Baker, Mechling, & Ruyle, 2012), health (Jones,
Madden, & Wengreen, 2014), marketing (Hamari, 2013, Hamari, 2015), social networks
(Farzan & Brusilovsky, 2011), and environmental protection (Gustafsson, Katzeff, &
Bang, 2009). Within all these contexts, it is expected that gamification can foster the
initiation or continuation of goal-directed behavior, i.e. motivation (Schunk, Pintrich, &
Meece, 2010).
According to Lopez Carrillo et al. (2019), the use of gamification in education has
grown quickly, encouraging students to become active learners and accomplish specific
goals. Gamification in education typically aims to increase students' focus, engagement,
and performance as well as to lessen their frustration and demotivation in educational
systems (Cózar-Gutiérrez & Sáez-López, 2016). It is clear that both students and
teachers in the educational environment have benefited from gamification through the
encouragement of productivity and the benefits it has to offer. Additionally, gamified
learning may benefit students in a variety of ways, such as through boosting learning
performance, improving training methods, or raising student motivation (Larson, 2020).
In the past few years, one technological trend that has been heavily focused on
by researchers in many fields, including education, is gamification. The use of
gamification in education utilizes gaming elements and aesthetics to enhance students’
motivation and promote learning. The core idea in gamification lies behind the logic that
the game elements’ motivational strength can be transferred in an educational context.
The implementation of gamification in science education has been an intriguing area for
many researchers as it is something familiar to students, and at the same time, it draws
their interest. Moreover, it can facilitate scientific thinking compatible with scientific
theories, methodologies, and learning strategies related to education and gamification.
(Michail Kalogiannakis, Stamatios Papadakis and Alkinoos-Ioannis Zourmpakis, 2021).
One of the most critical problems that science education faces is creating
negative emotions and experiences. They have a challenging time understanding
science courses resulting in increasing rejection and dropout rates. Teachers’ lack of
interest, knowledge of relative content, lack of pedagogy related to teaching science,
and a generally negative experience can also be shifted into their students .
Furthermore, enhancing the way students investigate and understand phenomena and
concepts while promoting active and scientific thinking is critical. Therefore, the
integration of gamification in science education has been significantly increased to
improve engagement, joyfulness, and motivation to support relevant activities that
contribute to science education. Gamifying science lessons by implementing gaming
mechanics and elements can potentially lift the obstacles science education faces,
increasing motivation,cognitive and metacognitive achievements, and students’
enjoyment.
Gamification is one of the techniques that we may see in this modern world.
Through the use of gamification students' interest can be enhanced in specific subjects
such as chemistry. "Still, link among the user’s characteristics, executed actions, and
the game elements is still an open question" (Blankman 2022). That's why the
researchers want to formulate/design gamified activities to improve the students'
participation and motivation in Chemistry-7. We will conduct an evaluation wherein we
will be able to measure the students' motivation towards learning chemistry, and Grade
7 students will be facilitated in games/activities about chemistry, and then assess the
proposed gamified activities in Chemistry-7. This gamified version is composed of
ranking and points that they can earn at the end of the said activity.