Effectiveness of a Gamified Interactive Response System for Enhancing Primary Science Education

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Title: Effectiveness of a Gamified Interactive Response System for Enhancing Primary Science Education
Language: English
Authors: Yi Wen Lo (ORCID 0000-0002-3934-0016)
Source: Journal of Baltic Science Education. 2025 24(5):956-968.
Availability: Scientia Socialis Ltd. 29 K. Donelaicio Street, LT-78115 Siauliai, Republic of Lithuania. e-mail: scientia@scientiasocialis.lt; e-mail: mail.jbse@gmail.com; Web site: http://www.scientiasocialis.lt/jbse/
Peer Reviewed: Y
Page Count: 13
Publication Date: 2025
Document Type: Journal Articles
Reports - Research
Education Level: Elementary Education
Grade 6
Intermediate Grades
Middle Schools
Descriptors: Elementary School Science, Science Education, Gamification, Grade 6, Technology Uses in Education, Student Motivation, Self Determination, Program Effectiveness, Learner Engagement, Formative Evaluation, Testing, Student Attitudes
ISSN: 1648-3898
2538-7138
Abstract: Primary school students of the digital generation often struggle to maintain motivation and engagement, especially under static and non-interactive teaching strategies, underscoring the need for more effective educational approaches. This quasi-experimental study examined whether integrating a gamified interactive response system, Blooket, into a sixth-grade natural science curriculum could enhance students' self-determined motivation and learning effectiveness. The experimental group (n = 52) completed online Blooket quizzes, while the control group (n = 52) took paper-and-pencil tests. Both were administered as formative assessments following the teaching sessions. Data were collected using a self-determined motivation scale and a learning effectiveness test. A self-determined motivation scale was developed specifically for this study, with strong construct validity and satisfactory model fit confirmed through exploratory and confirmatory factor analyses. The results indicated that Blooket significantly enhanced self-determined motivation and improved learning effectiveness in the experimental group. Additionally, students reported increased interest in learning and improved classroom dynamics. These findings suggest that gamified interactive response systems have the potential to enhance educational practices by effectively engaging students. Future research should examine the long-term effects and limitations of such systems across diverse educational contexts.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1486971
Database: ERIC
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  Availability: 0
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  Data: Effectiveness of a Gamified Interactive Response System for Enhancing Primary Science Education
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  Data: English
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  Data: <searchLink fieldCode="AR" term="%22Yi+Wen+Lo%22">Yi Wen Lo</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-3934-0016">0000-0002-3934-0016</externalLink>)
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  Data: <searchLink fieldCode="SO" term="%22Journal+of+Baltic+Science+Education%22"><i>Journal of Baltic Science Education</i></searchLink>. 2025 24(5):956-968.
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  Data: Scientia Socialis Ltd. 29 K. Donelaicio Street, LT-78115 Siauliai, Republic of Lithuania. e-mail: scientia@scientiasocialis.lt; e-mail: mail.jbse@gmail.com; Web site: http://www.scientiasocialis.lt/jbse/
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  Data: Y
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  Data: 13
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  Data: 2025
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  Data: Journal Articles<br />Reports - Research
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  Data: <searchLink fieldCode="EL" term="%22Elementary+Education%22">Elementary Education</searchLink><br /><searchLink fieldCode="EL" term="%22Grade+6%22">Grade 6</searchLink><br /><searchLink fieldCode="EL" term="%22Intermediate+Grades%22">Intermediate Grades</searchLink><br /><searchLink fieldCode="EL" term="%22Middle+Schools%22">Middle Schools</searchLink>
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  Data: <searchLink fieldCode="DE" term="%22Elementary+School+Science%22">Elementary School Science</searchLink><br /><searchLink fieldCode="DE" term="%22Science+Education%22">Science Education</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Grade+6%22">Grade 6</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Self+Determination%22">Self Determination</searchLink><br /><searchLink fieldCode="DE" term="%22Program+Effectiveness%22">Program Effectiveness</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Formative+Evaluation%22">Formative Evaluation</searchLink><br /><searchLink fieldCode="DE" term="%22Testing%22">Testing</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink>
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  Data: 1648-3898<br />2538-7138
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: Primary school students of the digital generation often struggle to maintain motivation and engagement, especially under static and non-interactive teaching strategies, underscoring the need for more effective educational approaches. This quasi-experimental study examined whether integrating a gamified interactive response system, Blooket, into a sixth-grade natural science curriculum could enhance students' self-determined motivation and learning effectiveness. The experimental group (n = 52) completed online Blooket quizzes, while the control group (n = 52) took paper-and-pencil tests. Both were administered as formative assessments following the teaching sessions. Data were collected using a self-determined motivation scale and a learning effectiveness test. A self-determined motivation scale was developed specifically for this study, with strong construct validity and satisfactory model fit confirmed through exploratory and confirmatory factor analyses. The results indicated that Blooket significantly enhanced self-determined motivation and improved learning effectiveness in the experimental group. Additionally, students reported increased interest in learning and improved classroom dynamics. These findings suggest that gamified interactive response systems have the potential to enhance educational practices by effectively engaging students. Future research should examine the long-term effects and limitations of such systems across diverse educational contexts.
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  Data: 2025
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  Data: EJ1486971
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1486971
RecordInfo BibRecord:
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    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 13
        StartPage: 956
    Subjects:
      – SubjectFull: Elementary School Science
        Type: general
      – SubjectFull: Science Education
        Type: general
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Grade 6
        Type: general
      – SubjectFull: Technology Uses in Education
        Type: general
      – SubjectFull: Student Motivation
        Type: general
      – SubjectFull: Self Determination
        Type: general
      – SubjectFull: Program Effectiveness
        Type: general
      – SubjectFull: Learner Engagement
        Type: general
      – SubjectFull: Formative Evaluation
        Type: general
      – SubjectFull: Testing
        Type: general
      – SubjectFull: Student Attitudes
        Type: general
    Titles:
      – TitleFull: Effectiveness of a Gamified Interactive Response System for Enhancing Primary Science Education
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              M: 01
              Type: published
              Y: 2025
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              Value: 1648-3898
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              Value: 5
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            – TitleFull: Journal of Baltic Science Education
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