The Mobile Gamification for Early Literacy: An Analysis of Learning Outcomes and Engagement

Authors

DOI:

https://doi.org/10.56868/jadhur.v3i4.234

Keywords:

Gamification, Early Childhood Literacy, Vocabulary Development, Reading Comprehension, Youth, Engagement, Vulnerability, Identity, Radicalization

Abstract

This study aimed to evaluate the impact of gamified apps on phonemic awareness, vocabulary, and reading comprehension. The study aims to explore the relationship between engagement levels and literacy outcomes. A quasi-experimental design involving pretest and post-test assessments of 200 children aged 5 to 7 divided equally into experimental and control groups.  The experimental group used gamified learning apps, while the control group engaged in traditional learning activities.  Data were analyzed using paired t-tests, independent sample t-tests, ANCOVA, and multiple regression analyses. The findings revealed that the experimental group showed significant improvements in all literacy measures compared to the control group.  Higher engagement with the gamified apps was positively associated with more significant literacy gains. The study concludes that gamified mobile learning apps enhance early childhood literacy by increasing engagement and motivation. These results have important implications for educators and policymakers, suggesting that integrating gamified elements into early childhood education can significantly improve literacy outcomes. Educational technology developers are encouraged to design engaging and motivational learning tools to maximize educational benefits.

Downloads

Published

2024-12-21

How to Cite

Li, L., Zhang, J., Guo, Z., & Wang, Y. (2024). The Mobile Gamification for Early Literacy: An Analysis of Learning Outcomes and Engagement. Journal of Advances in Humanities Research, 3(4), 1–17. https://doi.org/10.56868/jadhur.v3i4.234

Issue

Section

Articles

Similar Articles

1 2 3 > >> 

You may also start an advanced similarity search for this article.