Abstract:
In recent years, Researches are being introduced several ideas to make education more
enjoyable and enhance student’s engagement in the learning process. We proposed a
new concept to implement gaming attributes in the education field. We assume that this
method would improve the student’s performance in the learning process. To support
our study, we analyze the impact of gaming environment in classroom education and
compare it with the traditional method. We also compute students enforcement by
scoring on their performance in different parameters. To understand their experience we
accumulated data from their survey questionnaires. We applied T-test and the ANOVA
test for statistical hypothesis test and analyzed statistical significance on the different
educational environment.
Description:
This thesis submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Information and Communication Engineering of East West University, Dhaka, Bangladesh