Use of Technology and Gamification in Learning Viz a Viz Traditional methods
Suruchi Pandey1, Komal Chopra2, Bhagyashree Borbora3

1Dr Suruchi Pandey*, Associate Professor, Symbiosis Institute of Management Studies, Symbiosis International (Deemed University), Pune.
2Dr Komal Chopra,. Assistant Professor, Symbiosis Institute of Management Studies, Symbiosis International (Deemed University), Pune
3Bhagyashree Borbora. Alumnus, Symbiosis Institute of Management Studies, Symbiosis International (Deemed University), Pune.

Manuscript received on November 19, 2019. | Revised Manuscript received on 26 November, 2019. | Manuscript published on December 10, 2019. | PP: 3259-3264 | Volume-9 Issue-2, December 2019. | Retrieval Number: B6860129219/2019©BEIESP | DOI: 10.35940/ijitee.B6860.129219
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Abstract: The study primarily aims at understanding the learning outcome of using the different methods about a topic. The traditional learning modes in educational institutions tend to focus primarily on lecture method or a pen paper system of imparting knowledge. With the advent of technology newer modes of learning have come in to place with multimedia leading the domain. Gamification has been sparingly used in educational institutions or for imparting knowledge and thus the far fletched advantages of adopting such learning methods haven’t been tested or acknowledged at large scale. An attempt has been made by the research to understand the effectiveness of learning outcomes through both a written document and Gamification video. The learning outcome was measured through a quiz, an element of gamification. The outcome of which resulted in proving that gamification proves to have better scores as compared to learning through a traditional method. Sample size of 50 was collected and learning was measure using Quiz. Three set of data was collected for using different methodology. Traditional method, Gamified video and combination method. The research also establishes the fact learners felt that have both the mode of teaching enforces theories and concepts for learners to have a fairer understanding of the subject matter. The study presents findings on adult learners and post graduate level course. Studies like these need to be explored across time spans and with different topics. The study is relevant as generation of learners is changing and it implies how pedagogy needs to shift to meet the requirement of different types of learners.
Keywords: Gamification, Animation, Learning Tools, Learner
Scope of the Article: Online Learning Systems