Dalarna University's logo and link to the university's website

du.sePublications
Planned maintenance
A system upgrade is planned for 10/12-2024, at 12:00-13:00. During this time DiVA will be unavailable.
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • chicago-author-date
  • chicago-note-bibliography
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Gamified Learning: Examining students’Perspective Toward Bingel game-based LearningPlatform: A study based on elementary school students’ point of view
Dalarna University, School of Teacher Education.
2021 (English)Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

This research focuses majorly on student’s perspective towards the Bingel gamebasedplatform and the challenges students face when using the game-basedlearning platform. Connectivism theory is used in the discussion, while the studyis a mixed research design where both quantitative and qualitative researchprovides more substantial evidence. A questionnaire survey was the primary formof data collection, with the population sample consisting of children aged between10 and 11 years. As part of the study’s findings, most students have positiveperceptions regarding the Bingel learning platform. Most of the students believethe gaming platform enhances their level of involvement and satisfaction. A highnumber also consider learning English through the Bingel platform to be enjoyableand fun, with a few pondering to quit it due to certain challenges. According to thefindings, some of these challenges include poor learning habits, negative feelingsamong students and antisocial behaviour. To minimize these challenges, theresearch suggests further research on different age-groups to compare student’sperspectives and determine the long-term implication of the gaming platform onstudents’ success.

Place, publisher, year, edition, pages
2021.
Keywords [en]
Game-based learning, gamification, technology, education, teaching methods
National Category
Pedagogical Work
Identifiers
URN: urn:nbn:se:du-37621OAI: oai:DiVA.org:du-37621DiVA, id: diva2:1578131
Subject / course
Educational Work
Note

Pedagogiskt arbete

Available from: 2021-07-05 Created: 2021-07-05 Last updated: 2022-03-07

Open Access in DiVA

No full text in DiVA

By organisation
School of Teacher Education
Pedagogical Work

Search outside of DiVA

GoogleGoogle Scholar

urn-nbn

Altmetric score

urn-nbn
Total: 139 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • chicago-author-date
  • chicago-note-bibliography
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf