Gamification of Learning in Early Age Education

  • Houang Mui Lee Ho Chi Minh City University of Education (HCMUE), Vietnam
  • Phung Anh Loo Ho Chi Minh City University of Education (HCMUE), Vietnam
Keywords: Gamification, Education, Learning


Gamification teaches children many new abilities at a young age. It also increases their emotional well-being and emotional intelligence. Gamification enables your kid to study in a distraction-free atmosphere in a familiar setting. Gamification helps foster a positive attitude toward learning by creating engaging, personalized, and amusing learning materials. The majority of educational learning applications include unique music that will aid language development. Gamification allows your kid to study and participate at their own speed, free of peer or teacher pressure


Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational gamification vs. game based learning: Comparative study. International Journal of Innovation, Management and Technology, 7(4), 132-136.

Amalia, E. R., & Hasana, H. (2019). Improving The Early Childhood Language Skills Through Singing Activity. AULADA: JURNAL PENDIDIKAN DAN PERKEMBANGAN ANAK, 1(2), 1-12.

Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational technology research and development, 53(1), 86-107.

Eppmann, R., Bekk, M., & Klein, K. (2018). Gameful experience in gamification: Construction and validation of a gameful experience scale [GAMEX]. Journal of Interactive Marketing, 43, 98-115.

Jørgensen, K. (2008). Left in the dark: playing computer games with the sound turned off. Ashgate.

Kapasia, N., Paul, P., Roy, A., Saha, J., Zaveri, A., Mallick, R., ... & Chouhan, P. (2020). Impact of lockdown on learning status of undergraduate and postgraduate students during COVID-19 pandemic in West Bengal, India. Children and Youth Services Review, 116, 105194.

Klock, A. C. T., Da Cunha, L. F., de Carvalho, M. F., Rosa, B. E., Anton, A. J., & Gasparini, I. (2015, August). Gamification in e-learning systems: A conceptual model to engage students and its application in an adaptive e-learning system. In International Conference on Learning and Collaboration Technologies (pp. 595-607). Springer, Cham.

Li, X., & Chu, S. K. W. (2021). Exploring the effects of gamification pedagogy on children’s reading: A mixed‐method study on academic performance, reading‐related mentality and behaviors, and sustainability. British Journal of Educational Technology, 52(1), 160-178.

Melnychuk, I., Drozdova, I., Savchak, I., & Bloshchynskyi, I. (2019). Higher School Instructors' Pedagogical Skills Improvement as a Basis of Educational Strategy for Development of Students' Professional Training. Romanian Journal for Multidimensional Education/Revista Romaneasca pentru Educatie Multidimensionala, 11.

Quintas-Hijós, A., Peñarrubia-Lozano, C., & Bustamante, J. C. (2020). Analysis of the applicability and utility of a gamified didactics with exergames at primary schools: Qualitative findings from a natural experiment. PloS one, 15(4), e0231269.

Ravyse, W. S., Blignaut, A. S., Leendertz, V., & Woolner, A. (2017). Success factors for serious games to enhance learning: a systematic review. Virtual Reality, 21(1), 31-58.

Sadiq, R. B., Cavus, N., & Ibrahim, D. (2021). Mobile application based on CCI standards to help children learn English as a foreign language. Interactive Learning Environments, 29(3), 442-457.

Waszczuk, J., Konowaluk-Nikitin, H., & Pawłowicz-Sosnowska, E. (2020). University education of students with disabilities with the example of Pope John Paul II State School of Higher Education in Biała Podlaska. Szkoła Specjalna, 81, 108-119

How to Cite
Mui Lee, H., & Loo, P. A. (2021). Gamification of Learning in Early Age Education. Journal La Edusci, 2(2), 44-50.