Digital Gamification: A Pedagogy for Enhanced Problem Solving
and Critical Thinking Skills.
CHAPTER 1
THE PROBLEM AND ITS SETTING
Introduction with Background of the Study
In recent years, technology has significantly influenced how we approach education. Technology
is very rampant nowadays in our generation, one of the most promising innovations in teaching
and learning is digital gamification. This game involves applying game-like elements, such as
rewards, challenges, and competition, to educational activities to make learning more engaging
and effective. The goal is not just to make learning fun but also to help students to enhance their
critical thinking skills and problem-solving skills.
Furthermore, Smiderle. R et al., (2020) stated that Digital gamification has become increasingly
popular in education because it helps learning to be more engaging, motivating, and effective
that really helps the learners learn faster. By adding these game-like elements to lessons it creates
a fun and interactive environment that benefits both students and teachers. The importance of
digital gamification is that it helps solve some of the problems found in traditional teaching
methods, while also helping students develop important skills needed in today's rapidly evolving,
technology-focused environment.
Research by Smiderle et al., (2020) reveals that gamification can enhance student
engagement,although its effectiveness may depend on individual personality traits.This supports
Deped Order No. 21, s. 2019 (National Educational Technology Plan), which advocates for
differentiated learning approaches tailored to the unique needs and preferences of students. The
order promotes the use of educational technology to optimize learning experiences, including
tools that adapt to students' personalities such as gamified learning environments.
As a matter of fact, Mee Mee R. et al.,(2020) mentioned that planning a creative learning
environment is not an easy task. Teachers prefer to teach traditionally in a chalk-and-talk
approach during language teaching. However, this does not fit learners of the 21st Century as
they prefer game-like activities instead of pen-and-paper lessons. Hence, the introduction of
gamification in the classroom would result in immediate enthusiasm and curiosity, which leads
to the learners' willingness to learn. Gamification prepares learners to be active and take
responsibility upon their own learning. Lessons filled with fun games are believed to be more
effective in producing a positive outcome as learners are motivated to play more although they
do not realize the fact that they are learning subconsciously.
Additionally Smiderle et al., (2020) stated that the gamification of education can enhance levels
of students’ engagement similar to what games can do, to improve their particular skills and
optimize their learning. On the other hand, scientific studies have shown adverse outcomes based
on the user’s preferences. The link among the user’s characteristics, executed actions, and the
game elements is still an open question. Aiming to find some insights for this issue, we have
investigated the effects of gamification on students’ learning, behavior, and engagement based
on their personality traits in a web-based programming learning environment. We have
conducted an experiment for four months with 40 undergraduate students of first-year courses on
programming. Students were randomly assigned to one of the two versions of the programming
learning environment: a gamified version composed of ranking, points, and badges and the
original non-gamified version. We have found evidence that gamification affected users in
distinct ways based on their personality traits. Our results indicate that the effect of gamification
depends on the specific characteristics of users.This study aims to investigate the role of digital
gamification as a pedagogical tool for enhancing problem-solving and critical thinking skills. By
examining how game-like environments can be used to cultivate these cognitive abilities, the
research seeks to provide insights into the potential of gamification as an effective educational
strategy in the modern classroom.