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An Investigation of the Impact of Gamified Learning Applications on Student Engagement in Secondary Schools in Bida Local Government Area, Niger State

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  • NGN 5000

Background of the study
Gamified learning applications have emerged as a popular method for enhancing student engagement and motivation. By integrating game elements such as points, rewards, challenges, and leaderboards into the learning process, gamified learning systems aim to make education more interactive and enjoyable for students (Deterding et al., 2023; Papastergiou, 2024). These applications are designed to appeal to students' competitive nature and provide instant feedback, creating an immersive learning environment. In many parts of the world, gamified learning has shown positive effects in improving student participation, understanding, and retention of content (Vlachopoulos & Makri, 2023).

In Bida, Niger State, schools are increasingly adopting technology to enhance learning, and gamified learning applications have started to gain traction. These applications are seen as a potential solution to engage students, particularly in rural areas, where traditional methods might not be as effective. However, there has been limited empirical research on how these applications influence student engagement in local secondary schools. Factors such as access to technology, teacher familiarity with gamified tools, and students' digital literacy levels may affect the success of these applications in Bida (Mohammed & Aliyu, 2024). This study will explore the extent to which gamified learning applications affect student engagement in Bida’s secondary schools.

Statement of the problem
Although gamified learning applications have been successfully used in other regions to enhance student engagement, there is a lack of research on their effectiveness in Bida, Niger State. Schools face challenges such as limited access to digital devices, insufficient training for teachers, and inconsistent internet access, which may hinder the successful implementation of these applications. Additionally, there is uncertainty about how well gamified learning can sustain long-term student interest and engagement, especially in the context of Bida’s educational environment. Therefore, it is essential to examine the impact of gamified learning applications on student engagement in secondary schools in Bida.

Objectives of the study

  1. To evaluate the impact of gamified learning applications on student engagement in secondary schools in Bida, Niger State.
  2. To identify the factors that influence the effectiveness of gamified learning applications in Bida’s secondary schools.
  3. To assess the challenges faced by students and teachers in using gamified learning applications.

Research questions

  1. How do gamified learning applications affect student engagement in secondary schools in Bida?
  2. What factors influence the success of gamified learning applications in Bida’s secondary schools?
  3. What challenges do students and teachers face in utilizing gamified learning applications in Bida?

Significance of the study
This study will provide valuable insights into the effectiveness of gamified learning applications in engaging students in secondary schools in Bida. The findings will help educational policymakers, school administrators, and teachers make informed decisions about the integration of technology into the classroom to enhance student learning and participation.

Scope and limitations of the study
This study focuses on secondary schools in Bida Local Government Area, Niger State, and will investigate the impact of gamified learning applications on student engagement. It will not include schools outside Bida or explore other forms of digital learning tools.

Definitions of terms

  • Gamified learning applications: Digital applications that incorporate game-like elements to enhance the learning process and engage students.
  • Student engagement: The degree of participation, interest, and motivation that students exhibit in their learning activities.
  • Digital literacy: The ability to effectively and critically use digital tools and technologies for learning purposes.




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