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A Comparative Analysis of Gamified Educational Applications For Enhancing Classroom Engagement
Date Issued
2025
Author(s)
Nur Azwa Humaira Mohd Norazizi
Muhammad Haziq Rahman Shafawi
Shafinah Kamarudin
Amelia Natasya Abdul Wahab
Nur Shamim Hamzah
Engku Nor Hamidah Engku Abdul Rahman
DOI
10.55573/JISED.107503
Abstract
In the era of Education 4.0, transitioning to Education 5.0, the use of gamified educational applications has become increasingly popular to enhance student engagement, motivation, and learning outcomes. Traditional teaching methods are now often supplemented with digital tools that turn passive learning into interactive experiences. This study was designed to analyze and compare 44 educational applications commonly used in classroom settings, with a focus on their gamification features, usability, and educational impact. The objective of this study is to help educators select the most effective tools to enhance student engagement and support meaningful learning experiences. The study employed a qualitative descriptive review of each application, focusing on its features, functions, and significance in teaching and learning. The findings indicated that many applications effectively incorporated gamification elements such as points, leaderboards, challenges, and real-time feedback to boost student motivation and engagement. Others emphasized features that support creativity, collaboration, and classroom management, offering diverse approaches to enhance the teaching and learning experience. The comparison also highlighted the importance of features like offline access, cross-platform compatibility, and reporting tools for tracking student progress. While most applications offer basic functionalities for free, many require paid subscriptions to access advanced features. This study provides practical insights for educators, equipping them with the knowledge to align technology use with pedagogical goals and student needs. By understanding the distinct features and strengths of each tool, educators can create learning environments that support 21st-century skills, active learning, and a positive classroom culture across various educational settings.
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A comparative analysis of gamified educational applications for enhancing classroom engagement.pdf
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674.59 KB
Format
Adobe PDF
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