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Early Childhood Education through Gamification


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Title: Early Childhood Education through Gamification

Authors: Muhammad Waseem Aslam, Ghuzanfar Chudhary, Muhammad Aqeel, Danish Irfan, Ameer Hamza, Muhammad Raza

Journal: Innovative Computing Review (ICR)

HEC Recognition History
Category From To
Y 2024-10-01 2025-12-31
Y 2023-07-01 2024-09-30
Y 2022-07-01 2023-06-30

Publisher: University of Management & Technology

Country: Pakistan

Year: 2022

Volume: 2

Issue: 1

Language: English

DOI: 10.32350/icr.0201.04

Keywords: Childhood educationgamificationdigital studyearly education

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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.


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