Draft 2
Draft 2
Draft 2
In recent years, many researchers have investigated the effectiveness of digital technology in the
promotion of learning, the process of which is often conducted using games. The consolidation of games
into schooling is frequently more successful than traditional teaching techniques in upgrading learning
inspiration, dynamic support, and concentration among students. Furthermore, games can enhance the
social skills of students as well as improve their skills in understanding and solving problems. For
students to prevail in school, instructors should think about how a modern methodology, like
gamification, could establish an environment that spurs students to study harder and prompts more
academic achievements. (Kirikkaya, Iseri and Verkaya, 2010)
In connection with the present generation of students, wherein they are more encircled and affected by
innovation. Traditional teaching methods are not captivating for them, in fact, upgraded strategies for
instructing are more intriguing for them. Several researchers have reported the positive impact of
educational games in fostering students’ learning, Klisch Miller, Wang, and Epstein (2012) found that
science education game was effective in increasing adolescents’ knowledge about the science content
presented in the game. Also, Eric Zhi Feng Liu, Po-Kuang Chen (2013) proposed a educational card
game, named “Conveyance Go”. The students demonstrate positive attitudes toward the use of the
educational card game in learning science concepts. Results in this research also proved the
effectiveness of the propose educational card game in improving the students’ scientific knowledge of
transport and energy. In addition, Al-Tarawneh, 2016 showed the effectiveness of Educational Games in
learning science in primary education. Research keeps on showing how accommodating game-based
learning can be when applied appropriately in the classroom.
As research shown positive effect of instructive games to students learning, it is truly important for
teachers to utilize, for example, gamification or game-based figuring out how to upgrade students
learning particularly in this distance learning framework. The main aim of gamification or game-based
learning is to motivate students to study or earn new knowledge in a more appealing, more
comfortable, competitive and entertaining way. Therefore, this study will prove that Enhancing
Academic Performance of Grade 7 Learners in Modular Distance Learning through the use of science-
based games application is possible.