Effect of Digital Game-based learning on Students’ engagement & motivation at the primary level

Authors

  • Farah Abdul Qadir M.S. Scholar, Department of Teacher Education, International Islamic University, Islamabad, Pakistan.
  • Tayyaba Waseem Abbasi M.S. Scholar, Department of Educational Leadership and Management, International Islamic University, Islamabad, Pakistan.
  • Hafsa Shujat M.S. Scholar, Department of Educational Leadership and Management, International Islamic University, Islamabad, Pakistan.

DOI:

https://doi.org/10.52337/pjer.v7i2.1083

Keywords:

Digital game-based learning, Engagement, Motivation, Grade-5

Abstract

Games have been a part of human societies throughout recorded history. They can be card games, board games, dice games, different sports, etc. With this in mind, this study looked into the effects of digital game-based learning (DGBL) using Digital games, which could help change the current education system and give everyone a chance to learn something useful. Students, video game designers, curriculum developers, and educators can benefit from findings of the study. This study aimed to measure the effect of digital games on students' motivation and engagement. A quantitative approach and Time series design were employed. The population of this study consisted of 177 students of 5th class studying in 7 schools in all campuses of Dr. AQ khan School System during the session 2023 – 24. A simple random sampling technique was employed to select Dr. AQ Khan school system H-13 Islamabad The sample for this research study consisted of 20 students of 5th grade studying the subject of Mathematics. The instrument was adapted for developing a questionnaire for measuring the engagement and motivation of the students (Liem & Martin, 2012). The validity of the tool was determined through the experts’ opinion. The study was conducted for four weeks. The procedure involved conducting, daily digital game treatments and collecting daily observations to monitor changes in engagement and motivation levels over time. Quantitative data were analyzed using mean. Data analysis involved obtaining daily observation sheet scores. The results indicated that Digital game-based learning significantly enhances engagement and motivation among primary-level students, as evidenced by consistent increases in engagement and motivation scores over the experimental period.

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Published

2024-06-30

How to Cite

Farah Abdul Qadir, Tayyaba Waseem Abbasi, & Hafsa Shujat. (2024). Effect of Digital Game-based learning on Students’ engagement & motivation at the primary level. Pakistan Journal of Educational Research, 7(2), 299–316. https://doi.org/10.52337/pjer.v7i2.1083