Towards Improving Early Learning Capabilities of Students Through a Gamified Learning Tool

T.M.H.S.M. Pooliyadda, Sankha Peiris, Ac Kurukulasuriya, E. Hettiarachchi, K. Hewagamage
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Abstract

There is a growing concern to find an effective teaching and learning methodology during a social distancing situation as well as to address the drawbacks in the current educational system of Sri Lanka for students in Key Stage 1. Gamification has proved to make a positive impact on the concentration level, motivation and educational capabilities of students. Although previous research has been successful in introducing various gamified tools, very few are available in the local language. In this study, a gamified learning tool named “Punchi Nanasala” was introduced targeting grade 1 and 2 students which focussed on the subjects; Mathematics, Sinhala language, and Environmental studies. The tool was developed in three prototypes using a User-Centered-Design approach. The experimental and control groups Were given a pretest to measure their current knowledge capacity and a post-test to evaluate their knowledge capacity after the gamified treatment was given. The positive results obtained from the multiple evaluation techniques; Emotion detection, mouse click monitoring, performance analysis, interviews, and surveys suggested that the tool was successful as a learning approach.
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通过游戏化学习工具提高学生的早期学习能力
人们越来越关注在保持社交距离的情况下找到有效的教学方法,以及解决斯里兰卡当前教育系统中针对关键阶段1学生的弊端。事实证明,游戏化对学生的注意力水平、学习动机和学习能力都有积极的影响。尽管之前的研究已经成功地引入了各种游戏化工具,但很少有本地语言的工具。在本研究中,针对一、二年级的学生,引入了一种游戏化的学习工具“Punchi Nanasala”。数学、僧伽罗语和环境研究。该工具使用以用户为中心的设计方法开发了三个原型。实验组和对照组分别接受游戏化治疗后的前测和后测。多重评价技术得到的积极结果;情绪检测、鼠标点击监控、性能分析、访谈和调查表明,该工具作为一种学习方法是成功的。
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