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The effects of Gamification on Learning for Primary School students in Indonesia: A KTH Field Study on Gamification
KTH, School of Electrical Engineering and Computer Science (EECS).
KTH, School of Electrical Engineering and Computer Science (EECS).
KTH, School of Electrical Engineering and Computer Science (EECS).
2024 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Effekterna av spelifiering på lärandet hos grundskoleelever i Indonesien (Swedish)
Abstract [en]

This study investigates the potential of educational technology (EdTech) and gamification in improving English as a Foreign Language (EFL) learning among primary school students in Indonesia. Given the fast digitalisation and existing educational disparities in Indonesia, this research evaluates how gamified digital tools affect learning outcomes compared to traditional methods like pen and paper. Using a dual approach integrating Computer Science and Industrial Engineering & Management perspectives, the study explores both the impact on vocabulary retention and the aspects of EdTech integration challenges in schools. The findings reveal that gamified tools significantly improve vocabulary acquisition and retention, confirming the hypothesis that digital gamification fosters greater engagement and educational performance than conventional teaching methods. This research contributes to the broader discussion on using EdTech to lessen educational inequalities and improve learning efficiency, aligning with the United Nations Sustainable Development Goals for quality education.

Abstract [sv]

Denna studie undersöker potentialen hos utbildningsteknologi (EdTech) och spelifiering för att förbättra inlärningen av engelska som främmande språk (EFL) bland grundskoleelever i Indonesien. Givet den snabba digitaliseringen och de befintliga utbildningsskillnaderna i Indonesien, utvärderar denna forskning hur spelifierade digitala verktyg påverkar inlärningsresultaten jämfört med traditionella metoder som penna och papper. Genom att integrera perspektiv från Datavetenskap samt Industriell Ekonomi utforskar studien både påverkan på ordförrådsutveckling och utmaningarna med implementering av EdTech i skolor. Resultaten visar att spelifierade verktyg avsevärt förbättrar inlärning och utveckling av ordförråd, vilket bekräftar hypotesen att spelifiering bidrar till att öka engagemang och förbättra utbildningsprestationer jämfört med traditionella undervisningsmetoder. Denna forskning bidrar till den pågående diskussionen om användningen av EdTech för att minska utbildningsskillnader och förbättra inlärningseffektiviteten, i linje med FN:s globala hållbarhetsmål gällande kvalitativ utbildning.

Place, publisher, year, edition, pages
2024. , p. 12
Series
TRITA-EECS-EX ; 2024:696
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:kth:diva-359969OAI: oai:DiVA.org:kth-359969DiVA, id: diva2:1937519
Examiners
Available from: 2025-02-17 Created: 2025-02-13 Last updated: 2025-02-17Bibliographically approved

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CiteExportLink to record
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Citation style
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