You have no items in your shopping cart.
ABSTRACT
This study was carried out to explore the use of gamification in enhancing student’s motivation and learning outcome in secondary school. The instrument Employed for data collection was a self-structured questionnaire with a reliability Test of 0.719 which shows the genuineness of the instrument. The self-structured Questionnaire was developed and administered to 100 secondary school students in Egor local government area, Edo State after validation of the instrument by two lecturers. The data from their responses were analyzed with the use of simple Percentage, mean, and standard deviation. The study revealed that students generally lack awareness of the potential benefits of gamification. It emphasizes that gamification can significantly Impact learning through better understanding of materials, learning of new concepts and skills, making learning more fun and engaging and retention of information effectively. Importantly, the study shows that gender doesn’t significantly affect the integration of games into students’ learning Experiences, highlighting gamification potential in education while pointing out areas for Improvement in addressing implementation challenges. The recommendation suggests that educational institutions should take proactive measures to increase students’ awareness on the use of games that can enhance their learning outcome. Furthermore, to harness the full potential of games based learning in education, institutions should focus on incorporating game element and activities into the curriculum.