GAMIFIED PATHS TO MASTERY IN ‘STEM’
Kirti Chaudhary (teacher, department of M.ed, Ram Chameli Chadha Vishvas Girls College, Ghaziabad), E-mail: chkirti002@gmail.com
Bhavika Sharma (M.ed scholar, Ram Chameli Chadha Vishvas Girls College, CCS University), E-mail: sbhavika953@gmail.com
ABSTRACT:
The use of game elements like points, badges, levels, and interactive challenges to improve student motivation, engagement, and mastery of difficult concepts is examined in Gamified Paths to Mastery in STEM.
This study demonstrates how gamification can effectively create a dynamic learning environment that encourages flexibility, teamwork, and critical thinking while tackling the typical problems with conventional teaching approaches that frequently result in student disengagement.
The study recognises the drawbacks of gamification despite its potential, such as the possibility that extrinsic motivation will overshadow intrinsic learning, the necessity of careful planning and execution, and the potential access limitations caused by the digital divide.
To further improve the STEM learning experience, future directions call for an emphasis on individualised learning, real-world applications, and the integration of cutting-edge technologies like virtual and augmented reality.
The study concludes that a well-designed gamified approach has the potential to transform STEM education by making it more effective, engaging, and responsive to the demands of students in the twenty-first century.
KEYWORDS: Gamification, STEM Education, Game-Based Learning, Personalized Learning, Student Engagement, Educational Technology
DOI link – https://doi.org/10.69758/GIMRJ/2506S01V13P003
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