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Enhancing Technological Proficiency in Youth: A Mixed-methods Evaluation of Gamified Learning Spaces in Open Education

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Abstract
This study proposes and evaluates a gamified learning space designed to enhance technological proficiency and engagement among youth through Open Educational Resources (OER). Grounded in Self-Determination Theory (SDT) and Constructivist Learning Theory, the research explores how gamification can improve learner autonomy, motivation, and knowledge retention. A mixed-methods research design was employed, involving 60 youth aged 18–30 from diverse socio-economic and geographic contexts. The intervention featured a pilot digital platform incorporating interactive quests, modular content, and real-time feedback focused on Library and Information Science. Quantitative data were collected through pre- and post-test questionnaires to assess learning gains, and analysed using Microsoft Excel. Qualitative data, gathered from open-ended responses, were subjected to sentiment analysis. The quantitative results showed significant improvement in digital competencies and content knowledge. Qualitative findings revealed strong positive sentiments, with engagement (20%), fun (16.67%), and skill development (21.67%) emerging as dominant themes. Participants valued features like progress tracking, quizzes, and real-world applications, although concerns about mobile usability and offline access were noted. The study concludes that gamified OER platforms can effectively promote self-directed learning and increase motivation among youth. The findings support scalability across diverse educational settings, especially when supported by accessible design and teacher facilitation. Recommendations include enhancing mobile usability, incorporating offline features, and adding educator support tools. This study contributes a replicable, scalable model for integrating gamification into youth-focused open education, advancing digital equity and learner engagement. PCF11 Plus: Beyond the Forum Sub-Theme: Gender, technology and innovation in open education Paper ID: 1934
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2025-09
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Commonwealth of Learning (COL)
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