Design and Evaluation of a Gamified Biology Learning Application for Senior Secondary Students in Ilorin, Nigeria
DOI:
https://doi.org/10.47453/eduvis.v10i1.3311Keywords:
Gamified Learning, Biology Education, Educational Technology in Nigeria, Academic Performance, Senior Secondary School StudentsAbstract
This study examined the Design and Evaluation of a Gamified Biology Learning App for Senior Secondary Students in Ilorin, Nigeria. The problem addressed is the persistent low achievement of students in biology, attributed to traditional teaching methods that fail to engage learners effectively. The objectives were to develop a gamified learning application for selected biology topics, determine its effect on students' academic performance, and examine students’ attitudes towards the application. The study adopted a quasi-experimental research design using a pretest-posttest control group approach. A total of 80 senior secondary school students were selected through multistage sampling of SS2 students from two senior secondary school in Ilorin Kwara state, which is make up of the experimental and the control group. Data were collected using a Biology Performance Test (BPT) and an Attitude towards Gamified Learning Questionnaire (AGLQ). Findings revealed that students taught with the gamified application performed significantly better than those taught through traditional methods. Additionally, students demonstrated a positive attitude towards the gamified learning experience. Based on the findings, it is recommended that teachers adopt gamified applications to improve learning outcomes in biology. It is suggested that future studies explore the effects of different gamification elements across various science subjects. In conclusion, the integration of gamified learning applications offers a promising approach to enhancing biology education in Nigerian schools.
Downloads
References
Adolphus, T. (2020). Challenges of learning biology in Nigerian secondary schools: Students' perspectives. International Journal of Science Education, 42(5), 721– 737.
Ahmad, S., Ibrahim, S., & Umar, A. (2022). Gender differences in attitudes toward biology among Nigerian secondary school students. African Journal of Educational Research, 26(3), 87–99.
Ajayi, V. O. (2018). Effects of game-based learning strategies on students' achievement and interest in biology in Oyo State, Nigeria. Journal of Educational Technology, 14(2), 35–47.
Almasri, R. (2022). Gender differences in engagement and achievement in gamified learning environments. Journal of Educational Computing Research, 60(1), 189–213.
Almusharraf, N., Alotaibi, A., & Alharbi, S. (2023). Gamified learning preferences among university students: Gender perspectives. International Journal of Educational Research Open, 4, 100161.
Ali, M., & Mohammed, R. (2023). Teacher training and technology integration: Barriers to gamified learning in Nigeria. African Journal of Educational Technology, 19(1), 49–65.
Alsadoon, H., Almalki, A., & Shukri, N. (2022). Gamification in education: Impact on student motivation and attitudes. Education and Information Technologies, 27(2), 1961–1978.
Bello, A. (2019). Augmented reality and gamification for teaching biology: A longitudinal study. African Journal of Science, Technology, Innovation and Development, 11(4), 533–540.
Craven, M. (2015). The effects of high-action gamified simulations on male student engagement. Simulation & Gaming, 46(4–5), 531–547.
Deci, E. L., & Ryan, R. M. (2000). The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.
Deterding, S. (2011). Gamification: Designing for motivation. Interactions, 19(4), 14– 17.
Feng, L., Li, Y., & Ng, S. C. (2023). Culture and gender impacts on gamified learning experiences. Computers & Education, 198, 104738.
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161.
Ige, O. A. (2016). Impact of gamified instruction on senior secondary school students’ achievement in biology. Journal of Science Teaching and Research, 5(2), 18– 25.
Kasahara, K., Fujimoto, T., & Sato, M. (2019). Competitive elements in gamification and their impact on student stress. Educational Technology Research and Development, 67(5), 1235–1255.
Khoshnoodifar, Z., Rezaei, A., & Mohammadi, Y. (2023). Gamified learning environments and students’ academic attitudes: A meta-analysis. Journal of Educational Psychology, 115(1), 45–62.
Murillo, E., López, L., & García, A. (2021). Escape rooms in education: A systematic review. Education Sciences, 11(2), 72.
Musengimana, D., Uwiringiyimana, R., & Uwizeyimana, D. (2021). Comparative study of attitudes towards biology, chemistry, and physics among Rwandan secondary school students. African Journal of Research in Mathematics, Science and Technology Education, 25(2), 223–234.
Ndim, T. N. (2021). Students’ attitudes and performance in biology in Nigerian secondary schools. Journal of Educational Research and Practice, 11(1), 98– 113.
Nguyen, T., Do, T., & Bui, M. (2022). Gender differences in competitive gamified learning tasks. International Journal of Educational Technology in Higher Education, 19(1), 22.
Pettit, R., McCoy, L., Kinney, M., & Schwartz, F. (2015). Using gamification to increase student engagement and performance. Journal of Research in Innovative Teaching, 8(1), 17–27.
Prokop, P. (2007). Students’ attitudes toward biology lessons: The influence of gender and grade level. Journal of Biological Education, 42(1), 12–16.
Ross, K. (2023). Gender differences in preferences for biology topics in Australian schools. Australian Journal of Education, 67(2), 134–149.
Tai, R. H., Liu, C. Q., & Fan, X. T. (2022). Longitudinal impacts of science attitudes on science performance: A secondary analysis. International Journal of Science Education, 44(7), 1015–1031.
Thaddeus, I. (2021). Gamified instruction and academic achievement: Gender implications in Nigerian classrooms. International Journal of Educational Research, 107, 101747.
Tsai, Y. S. (2017). Effect of gamification on students' learning motivation and achievement in language classes. International Journal of Educational Research, 82, 339–350.
Udeani, U. N., & Akhigbe, T. (2020). The effect of gamification on the academic achievement and motivation of male and female students in biology. Nigerian Journal of Educational Technology, 14(1), 55–65.
Yang, X., Hu, Y., & Lu, M. (2014). Gender differences in the spatial abilities through gamified instruction. Computers in Human Behavior, 40, 127–134.
Zahedi, M., Mekki, B., & Melkemi, M. (2021). The effects of storytelling in educational games on learners’ engagement. Computers & Education, 163, 104097.
Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326.
Additional Files
Published
Issue
Section
License
Copyright (c) 2025 Authors

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

