Peer-reviewed article
Early Childhood Education through Gamification
Muhammad Waseem Aslam, Ghuzanfar Chudhary, Muhammad Aqeel, Danish Irfan, Ameer Hamza et al. ·
Summary
Written by AI, not yet AICS's view · claude-haiku-4-5-20251001This study examines how gamification—using game-based methods in teaching—affects early childhood education and student performance in Pakistan. Researchers used a digital gamification learning model to test the academic performance of pre-primary and primary students across five schools. The study measured whether this approach improved students' overall academic achievement, learning autonomy, and classroom engagement. The research was designed as an experimental study to evaluate the effectiveness of integrating gamification into standard teaching methods.
Key points
- The study tested gamification's effect on pre-primary and primary students' academic performance in five Pakistani schools
- Three schools were boys' schools and two were girls' schools
- The intervention aimed to develop critical thinking, assessment competencies, and personal development in early childhood
- The research measured outcomes using effectiveness and efficiency metrics related to overall academic performance
- The study investigated learner autonomy and the learning environment as key factors
Limitations
The document does not provide specific numerical results, baseline comparison data, or details about the control group structure, making it impossible to assess the actual magnitude of effect. There is no discussion of study duration, statistical significance, or how effectiveness and efficiency were operationalised and measured.
Abstract
Early childhood education through gamification provides a wholly new environment to students. For this reason, compelling opportunities are set to accomplish the challenging goal for educators/ teachers. Hence, in early childhood critical thinking and assessment competencies, is involved to promote the efficiency and mainstream education of gamification. Therefore, this paper aims to decide the effect of personal development in early childhood years that are helpful in gaining knowledge in the classroom and out of the classrooms of pre and primary students' overall performance. The current research aims to prove the significance of gamification and its existing knowledge of gear right into a teacher's coaching technique by upgrading the student's overall performance. The only way to practice digital methods in the study of students and achieve the objectives of the efficiency model, this paper investigated the learner’s autonomy, learning environment, and compelling outputs in students’ academic performance. The design of this research is experimental. For this experimental investigation the overall academic performance of pre and primary students was accessed by using the digital gamification learning based model. Hence, random samples from five institutes were used to collect the data for the further analysis. In these selected five institutes three were the boys’ school and 2 were the girls’ school. Thus, this study targeted the use of gamification in the educational institutes and its effects on the pupil achievements. To measure the performance of the children by using the formula of effectiveness and efficiency this study aimed to investigate the outcome of model enforcement in educational curriculum.
Findings the Hub has extracted
Each claim below is labelled by its type of design and links back to this report.
- Intervention
- Digital gamification learning model integrated into classroom teaching
- Population
- Pre-primary and primary students from five Pakistani schools (3 boys' schools, 2 girls' schools)
Key finding
Gamification was examined as a digital method to improve students' overall academic performance
Aslam et al. · OpenAlex - Early Childhood · 27 Oct 2022