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Evaluation of the Role of Gamified Learning in Enhancing Student Retention in Secondary Schools, Dutse, Jigawa State

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  • NGN 5000

Background of the Study
In the rapidly evolving digital era, gamified learning has emerged as a novel approach to enhance educational outcomes by integrating game elements into academic instruction. At secondary schools in Dutse, Jigawa State, gamified learning systems are being explored as a means to improve student retention and engagement. By incorporating elements such as point scoring, leaderboards, and interactive challenges, these systems transform traditional classroom activities into dynamic, competitive, and collaborative experiences (Ibrahim, 2023). Research indicates that gamification can increase motivation, stimulate deeper learning, and lead to better retention of information, particularly among students who are accustomed to digital interfaces (Chinwe, 2024). In the context of secondary education, gamified learning can provide immediate feedback and create a supportive environment where students are encouraged to actively participate in their own learning process. This approach not only makes learning more enjoyable but also helps students develop critical thinking and problem-solving skills. The proposed study will investigate the effectiveness of gamified learning tools in improving academic retention and performance in secondary schools. By analyzing engagement metrics and academic outcomes before and after the integration of gamified elements, the research aims to provide empirical evidence of their benefits and identify best practices for implementation (Afolabi, 2025).

Statement of the Problem
Traditional teaching methods in many secondary schools in Dutse rely on passive learning techniques that often lead to low student engagement and poor retention of academic content (Ibrahim, 2023). The absence of interactive, gamified learning experiences means that students are less motivated to participate actively in the learning process, resulting in lower academic achievement. Although gamified learning has been shown to improve retention and performance in various educational settings, its implementation in secondary schools in Dutse remains limited due to constraints such as insufficient technological infrastructure, lack of teacher training, and resistance to new pedagogical methods (Chinwe, 2024). Furthermore, existing digital learning tools are often not tailored to the local context, thereby reducing their effectiveness. This study seeks to evaluate the role of gamified learning in enhancing student retention and engagement in secondary schools. It will assess improvements in academic performance, analyze student feedback, and identify the challenges that impede the effective adoption of gamification. The goal is to propose a framework for integrating gamified multimedia tools into the curriculum, thereby fostering a more interactive and productive learning environment that meets the needs of modern students (Afolabi, 2025).

Objectives of the Study
• To evaluate the impact of gamified learning on student retention and engagement.
• To assess improvements in academic performance resulting from gamification.
• To identify challenges and propose strategies for effective gamification implementation.

Research Questions
• How does gamified learning affect student retention in secondary schools?
• What measurable improvements in academic performance are observed with gamification?
• What challenges hinder the effective integration of gamified tools, and how can they be addressed?

Significance of the Study
This study is significant as it highlights the potential of gamified learning to enhance student retention and academic success, offering practical solutions for modernizing education in secondary schools in Dutse (Ibrahim, 2023). The insights will assist educators and policymakers in creating engaging, effective learning environments (Chinwe, 2024).

Scope and Limitations of the Study
This study is limited to evaluating gamified learning in secondary schools in Dutse, Jigawa State. It focuses solely on digital gamification techniques.

Definitions of Terms

  • Gamified Learning: The application of game design elements in educational settings.

  • Student Retention: The ability of students to retain and recall learned information.

  • Interactive Learning: An approach that involves active student participation through digital tools.


 





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