Effectiveness of Gamification Strategies in Teaching Botany among Higher Secondary School Students

Shanthami P. M.*
Thiagarajar College of Preceptors, Madurai, Tamil Nadu, India.
Periodicity:January - March'2025
DOI : https://doi.org/10.26634/jet.21.4.21421

Abstract

This study aimed to investigate the impact of gamification on students' learning outcomes in a higher secondary school subject, specifically focusing on the topic of Morphology. A quasi-experimental research design was employed, involving an experimental group that received gamified instruction using Kahoot and a control group that received traditional instruction. A sample of 35 students was selected through purposive sampling. The results indicated that both groups showed significant improvement in post-test scores compared to pre-test scores. However, no significant difference was found between the post-test scores of the experimental and control groups. While gamification may not have yielded a statistically significant advantage in this specific context, it offers a promising approach to enhance student engagement and motivation in learning.

Keywords

Gamification, Game-Based Learning, Higher Secondary Education, Morphology, Kahoot.

How to Cite this Article?

Shanthami, P. M. (2025). Effectiveness of Gamification Strategies in Teaching Botany among Higher Secondary School Students. i-manager’s Journal of Educational Technology, 21(4), 21-25. https://doi.org/10.26634/jet.21.4.21421
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