Search reports, ask a question, or jump to a page.
The problem
Intervention: Digital gamification learning model integrated into classroom teaching
Who it was tested with: Pre-primary and primary students from five Pakistani schools (3 boys' schools, 2 girls' schools).
Experience from people who deliver programmes: stories, case studies and lessons learned. Valuable for understanding how and why, and for spotting what to test next, but not a measure of effect.
"The design of this research is experimental... random samples from five institutes were used to collect the data... this study targeted the use of gamification in the educational institutes and its effects on the pupil achievements." This indicates an experimental approach to testing gamification's impact, but without reported results or a described comparison group structure, the outcome direction cannot be determined.
No specific quantitative results are reported. The document lacks details on the comparison group, sample size, baseline metrics, statistical significance, and actual performance improvements. The measurement methods (effectiveness and efficiency formulas) are mentioned but not defined or explained.
Across countries and designs
2 studies · 2 countries