ENHANCING EDUCATION: THE IMPACT OF INTERACTIVE LEARNING IN GAMIFIED ENVIRONMENTS

Ji Li

PhD Candidate, Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Malaysia

Mageswaran Sanmugam

PhD, Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Malaysia

Wan Ahmad Jaafar Wan Yahaya

Professor, Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Malaysia


Abstract

The implementation of gamification in the educational setting has garnered significant interest as a means of augmenting student motivation, engagement, and academic achievements. Nevertheless, the influence of the aforementioned phenomenon has received little empirical attention, particularly in the sphere of educational structured instruction. The relationship between gamification and student outcomes has been insufficiently explored in terms of the mediating role of the interactive learning environment and the moderating role of perceived enjoyment. The purpose of this research was to examine how educational gamification affects students’ interest, participation, and the quality of their learning experience. The study also aimed to investigate the mediating effect of an interactive learning environment and the moderating role of perceived enjoyment. The research design used was cross-sectional. The sample size of the study was 280 Chinese students who freely participated in the study were among the participants. Self-administered questionnaires were used to gather the data, and AMOS (Analysis of Moment Structures) software was used to analyze it. To investigate the proposed connections, descriptive statistics, correlation analysis, and structural equation modeling were used. findings of the study showed that gamification has a positive impact on student engagement and motivation. furthermore, these relations are significantly mediated by an interactive learning environment. perceived enjoyment also moderated the relationship between gamification and interactive learning environment. The present study has made a significant contribution to the domain of education by furnishing empirical evidence on the interconnections among gamification in education, student motivation, student engagement, and the interactive learning environment.