Gamification in Adolescent Learning: Enhancing Critical Thinking through Digital Learning Platforms

Authors

  • Jiayi Huang Beijing Normal University, China Author
  • Thandiwe Ndlovu University of Cape Town, South Africa Author

Abstract

This study investigates the effectiveness of gamification strategies in enhancing critical thinking skills among adolescent learners through digital learning platforms. The research employed a mixed-methods approach, examining 240 secondary school students across three experimental groups utilizing different gamified learning environments. Results demonstrate significant improvements in critical thinking assessment scores, with students in gamified environments showing 34% higher engagement rates and 28% better problem-solving performance compared to traditional learning methods. The study reveals that interactive elements such as achievement badges, progress tracking, and collaborative challenges particularly enhance analytical reasoning and decision-making capabilities. These findings suggest that strategically implemented gamification can serve as a powerful pedagogical tool for developing higher-order thinking skills in digital-native adolescents. The implications extend beyond educational technology, offering insights for curriculum design and instructional methodology in contemporary learning environments.

Downloads

Download data is not yet available.

Downloads

Published

2025-05-31

Conference Proceedings Volume

Section

Articles

How to Cite

Gamification in Adolescent Learning: Enhancing Critical Thinking through Digital Learning Platforms. (2025). International Proceeding of Innovative Science and Transdisciplinary Studies, 6(1), 106-116. https://ipistrans.lppmi.or.id/index.php/proceeding/article/view/14