Analyzing Effect of GBL on Student Engagement and Academic Performance in Computer Networking Course

Game-based learning (GBL) are having a powerful impact on adult education as well as the future development of learning. The use of GBL in adult education could be beneficial for both learners and education providers. This project reports on possibility of applying a GBL scenario for the acquisition of computer science education. Game prototypes for various algorithms will be developed and applied to the experimental group in laboratory settings. Data will be collected regarding student experiences due to gamification from the experimental group and without gamification from the target group. Then, the experiences including motivation, engagement and academic performance will be compared between the groups. The findings from the result will be put forward as recommendations.

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