Examining the Role of Gamification in Enhancing St...
Examining the Role of Gamification in Enhancing Students’ Interest and Engagement in the Science Classroom in Cross River State, Nigeria
Author: Agbor
Co-Authors: C. K.
Keywords: Gamification, Enhancing, Students Interest, Engagement, Science Classroom, Secondary Schools.
Abstract
The study examined the role of gamification in enhancing students’ interest and engagement in science classrooms in Cross River State. Specifically, the study identified the types of gamification to be integrated into teaching science subjects in secondary schools; and the roles of gamification in enhancing secondary school students' interest and engagement in science classroom. The research questions in line with the specific objectives guided the study. The study used a descriptive survey research. It was carried out in Cross River State, Nigeria. The population for the study was 250 science teachers selected from 25 public secondary schools in Cross River State. Structured questionnaire consisting of 33 items were used for data collection. The instrument was face validated by three experts. Cronbach alpha reliability method was used to determine the internal consistency of the instrument and it yielded a reliability coefficient of 0.82. Data collection was done by the researcher and three trained research assistants. Data analysis was carried using mean and standard deviation. The results identified ten (10) types of gamification to be integrated into teaching science subjects in secondary schools, which include: use of simulation games, use of points system for completing tasks or answering questions correctly, role-playing activities in scenarios to solve real-world problems; use of digital badges for mastering specific science concepts or skills among others. The findings further revealed twenty (20) roles of gamification in enhancing secondary school students' interest and engagement in science classroom to include: stimulating intrinsic motivation through engaging narratives and rewards, encouraging teamwork and collaborative problem-solving among students, helping students identify strengths and areas for improvement, enhancing students’ critical thinking and problem solving abilities, boosting overall class participation and enthusiasm among others. Based on the findings, the study concluded that gamification is not a luxury but a necessity in modern science classrooms. It was therefore recommended among others that science teachers should be encouraged to incorporate gamification in teaching and learning science subjects in secondary schools in Cross River State.
Introduction
In Nigeria, the teaching and learning of science subjects often face challenges, including student disengagement and traditional pedagogical approaches that do not cater to diverse learning needs (Osakwe, 2021). These challenges necessitate the exploration of pedagogical innovations such as the use of gamification. Gamification, the integration of game-design elements in non-game contexts, has gained significant attention in educational settings, particularly in enhancing student interest and engagement. Gamification has been posited as a viable strategy to address these challenges by fostering a more interactive and motivational learning environment (Dichev & Dicheva, 2020). Research demonstrates that the use of gamification can significantly boost student interest and engagement by making learning experiences more enjoyable, thereby promoting deeper involvement in science classroom (Kapp, 2019). A science classroom is a student-centered learning environment where students actively engage in scientific inquiry and develop critical thinking, problem-solving skills, and high-level cognitive skills (National Science Teachers Association, 2021). This emphasizes the importance of a classroom that encourages active student participation rather than passive absorption of information. In a student-centered environment, students take an active role in their learning, often through hands-on experiments and collaborative projects that build critical thinking skills essential for future scientific endeavors. A science classroom can also be defined as a space where students construct their understanding of science concepts through hands-on experiments, collaborative discussions, and reflective practices (Kuhlthau, 2020). This is deeply rooted in constructivist principles, which posit that learners construct their own understanding based on experiences and reflections. According to Slotta and Chi (2018), a science classroom can be described as a community of learners where students learn through investigation, experimentation, and collaboration to apply scientific concepts and practices. This positions the science classroom as a community where learning is facilitated through investigation and experimentation. A science classroom is characterized as an environment that supports students in engaging with content through inquiry-based learning, integrating science with real-world applications. When the learning is learner-centered and applicable to real-life issues, students become more interested in learning.
Cite this article:
Agbor. (2026). Examining the Role of Gamification in Enhancing Students’ Interest and Engagement in the Science Classroom in Cross River State, Nigeria. Global Nexus Journal of Multidisciplinary Research, (), 10.
DOI: 10.31154/GNJMR197553