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Performance Analysis of Gamification Over the Traditional Classroom in Education


  • Department of Computer Science, Christ University, Bangalore – 560029, Karnataka, India


Gamification is widely used in various areas such as education, business and health. The main objective or focus of this paper is to presents Gamification as the better way to teach students over the traditional classrooms. To achieve this goal we have created a history based game, targeting undergraduate students who learn this content as part of their syllabus. At each level the details of student's performance are stored and analyzed. On the other hand, give the same contents to the students through the traditional classrooms. To evaluate the performance we conducted a pre and posttest. The result showed 75% increment in student's performance.


E-Learning, Gamification, Unity 3D.

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