Effectiveness of Gamification in E-Learning: A Comparative Analysis Based on Student’s T-test
摘要
This paper presents the results of a study evaluating the effectiveness of gamification in e-learning and its impact on students’ learning outcomes. The experiment involved two groups of 72 students each. The first group was taught using standard e-learning methods, while the second group was taught with the incorporation of gamification elements. To assess the impact of gamification on students’ learning outcomes, Student’s t-test for independent samples was applied. Prior to conducting the t-test, the assumptions of normality and homogeneity of variance were verified. Normality was checked both graphically using Q-Q plots and analytically using the Shapiro-Wilk test. The homogeneity of variance was checked using Bartlett’s test. Student’s t-test revealed statistically significant differences between the groups, indicating that gamification positively influences learning efficiency. Furthermore, the results suggest that gamification has a beneficial effect on students’ learning outcome. These findings support the implementation of gamification as an effective tool for enhancing student motivation and engagement in the educational process.