Gamification as an Innovative Strategy for Sustainable Educational Technology Among Lecturers and Students in Port Harcourt Metropolis

Authors

  • Lilian Chinenye Onah Department of Curriculum Studies and Educational Technology, University of Port Harcourt, Nigeria. Author
  • Pearl Ebere Ezeoguine Department of Curriculum Studies and Educational Technology, University of Port Harcourt, Nigeria. Author

Keywords:

Gamification, Innovative Strategy, Sustainable, Educational Technology, Digital Natives

Abstract

This study investigated gamification as an innovative strategy for sustainable Educational Technology (ET) among lecturers and students in Port Harcourt Metropolis (PHM). The study was guided by four objectives, corresponding research questions, and two hypotheses. A descriptive survey was employed. The study's population comprised 1,999 lecturers and students in ET from the three universities in PHM. Using simple random sampling, a sample of 400 participants, comprising 50 lecturers and 350 students, was drawn. The instrument, titled Gamification Strategies for Digital Natives in Educational Technology Questionnaire, was developed, validated, and found reliable, with an overall Cronbach’s alpha of 0.84. Frequency, percentage, mean, and standard deviation were used to answer the research questions, while independent-samples z-test and PPMC were used to test the null hypotheses at a 0.05 significance level. Findings revealed that technology educators commonly utilise gamification elements such as points and scoring systems, leaderboards, levels/progression systems, simulation games, and immediate feedback mechanisms in classroom instruction. The study also found no noteworthy difference between the perceptions of students and lecturers towards the use of gamification strategies, indicating a shared appreciation of its educational value. The study concluded that gamification has emerged as an innovative strategy for enhancing sustainable ET among digital natives in PHM. The study recommended, among others, that ET educators should adopt a wider range of gamification strategies, including simulations, digital quizzes, badges, and storytelling, to enhance learning experiences.

References

Calvo-Ferrer, J. R., & Belda-Medina, J. (2021). Gamification and active learning in higher education: Is it possible to match digital society, academia, and students’ interests? International Journal of Educational Technology in Higher Education, 18(1), 15. https://doi.org/10.1186/s41239-021-00249-y

Cernasev, A., Nguyen, S. L., Hopper, A., & Bright, D. R. (2023). Impact of gamification on students’ learning outcomes and academic performance: A longitudinal study comparing online, traditional, and gamified learning. Education Sciences, 13(8), 775. https://doi.org/10.3390/educsci13080775

Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed, and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1), 1–36. https://doi.org/10.1186/s41239-017-0042-5

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences pp. 3025–3034. IEEE. https://doi.org/10.1109/HICSS.2014.377

Ibáñez, M. B., & Delgado-Kloos, C. (2021). Gamification for engagement and learning in educational contexts: A systematic mapping study. Educational Technology & Society, 24(3), 1–15.

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.

Ogunode, N. J., & Musa, A. (2024). Challenges facing the implementation of educational technology in Nigerian higher education institutions. International Journal on Integrated Education, 7(1), 50–61.

Rapanta, C., Botturi, L., & Goodyear, P. (2021). Online university teaching during and after the COVID-19 crisis: Refocusing teacher presence and learning activity. Postdigital Science and Education, 3, 923–945. https://doi.org/10.1007/s42438-021-00210-8

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033

Sitra, A., López-Fernández, I., & Zourmpakis, A. (2022). Impact of gamification on school engagement: A systematic review. Frontiers in Psychology, 13. 85-96. https://doi.org/10.3389/fpsyg.2022.1

Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/j.chb.2018.05.028

UNESCO. (2023). Global education monitoring report 2023: Technology in education—A tool on whose terms? UNESCO Publishing.

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326

Downloads

Published

2026-06-30