1. Do you like studying? (0 point)
2. what you say that you enjoy going to school? (0 point)
3. Do you like studying from powwer points? (0 point)
2. Do you like gaming point? (0 point)
3. Do you like studying from powwer points? (0 point)
2. Do you like gaming point? (0 point)
The findings of this study support our claims, demonstrating that when high school students are taught a topic through gamified education, they grasp it better. The survey and experiment show that when students were taught traditionally, they were more likely to get the questions wrong and forget what they learned, whereas when we used gamified studies, they got the majority of the questions right and were able to remember what they learned for longer periods of time. Gamified education can truly allow students to explore with many forms of identification and approach their studies from various angles.The girls were significantly more engaged in the gamified lesson when we were conducting the experiment, but in the regular class they seemed bored and out of it (most likely not paying attention). When the gamified lesson was in session, the girls would applaud for each other when a classmate faced a challenge, but in regular class, the girls just listened to her answer.
According to the survey results, more than 90% of girls prefer educational games when studying and over 80% despise going to school. We could modify the unfavorable statistics with our gamified studies, and students will most likely like coming to school since when asked whether they liked the notion of gamified studying, more than 90% stated they were open to the idea, while 10% said they weren’t so sure.