UGC Approved Journal no 63975(19)
New UGC Peer-Reviewed Rules

ISSN: 2349-5162 | ESTD Year : 2014
Volume 12 | Issue 11 | November 2025

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Published in:

Volume 9 Issue 3
March-2022
eISSN: 2349-5162

UGC and ISSN approved 7.95 impact factor UGC Approved Journal no 63975

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Published Paper ID:
JETIR2203150


Registration ID:
321028

Page Number

b369-b377

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Title

UTILIZING GAMING ELEMENTS FOR EFFECTIVE TEACHING AND LEARNING IN THE 21ST CENTURY CLASSROOM.

Abstract

The study investigated utilizing gaming elements for effective teaching and learning in the 21st century classroom. The study was conducted at Tower of Love Montessori School, Transkalabari, Rumuolumeni, Port Harcourt. Two objectives and two research questions were used for the study. The population of the study comprised of all teachers at Tower of Love Montessori School, Transkalabari, Rumuolumeni, Port Harcourt. A sample of 25 teachers were randomly selected for the study of the sampled school. Mean and standard deviations were statistically used for the study. Simple stratified random sampling techniques was used for the study and the instrument used to collect data was a structured questionnaire titled Utilizing gaming elements for effective teaching and learning in the 21st century classroom (UGEETLCC) with 27 items. The designed instrument by the researchers was given to experts in the field of educational Technology for its validity. Test retest was applied to ensure reliability of the instrument and attained reliability of 0.84 coefficient. The study found that visual space, barriers, color, sound, lighting, mystery, action, challenge, being at a risk, and uncertainty of outcome. However, teachers utilize gaming elements that creates effective learning games in the 21st century classroom to foster engagement and retention in students. Based on the conclusion, the following recommendations were made by the researchers: More gaming elements that creates learning games should be adopted and improved upon by teachers who wish to use game techniques in classroom. Teachers need to be exposed to other ways to gamify their classroom.

Key Words

Gaming element, teaching, century classroom.

Cite This Article

"UTILIZING GAMING ELEMENTS FOR EFFECTIVE TEACHING AND LEARNING IN THE 21ST CENTURY CLASSROOM.", International Journal of Emerging Technologies and Innovative Research (www.jetir.org), ISSN:2349-5162, Vol.9, Issue 3, page no.b369-b377, March-2022, Available :http://www.jetir.org/papers/JETIR2203150.pdf

ISSN


2349-5162 | Impact Factor 7.95 Calculate by Google Scholar

An International Scholarly Open Access Journal, Peer-Reviewed, Refereed Journal Impact Factor 7.95 Calculate by Google Scholar and Semantic Scholar | AI-Powered Research Tool, Multidisciplinary, Monthly, Multilanguage Journal Indexing in All Major Database & Metadata, Citation Generator

Cite This Article

"UTILIZING GAMING ELEMENTS FOR EFFECTIVE TEACHING AND LEARNING IN THE 21ST CENTURY CLASSROOM.", International Journal of Emerging Technologies and Innovative Research (www.jetir.org | UGC and issn Approved), ISSN:2349-5162, Vol.9, Issue 3, page no. ppb369-b377, March-2022, Available at : http://www.jetir.org/papers/JETIR2203150.pdf

Publication Details

Published Paper ID: JETIR2203150
Registration ID: 321028
Published In: Volume 9 | Issue 3 | Year March-2022
DOI (Digital Object Identifier):
Page No: b369-b377
Country: -, -, India .
Area: Engineering
ISSN Number: 2349-5162
Publisher: IJ Publication


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