Table 2.
Student self-assessment results.
Self-assessment survey items | Mean | S.D. |
---|---|---|
More prefer gamification to traditional lectures. | 5.38 | 1.16 |
Gamification can enhance creativity. | 5.29 | 1.15 |
Gamification can enhance communication skills. | 5.24 | 1.18 |
Gamification can enhance collaboration skills. | 5.33 | 1.24 |
Gamification can stimulate learning interests. | 5.33 | 1.15 |
Gamification can stimulate learning motivation. | 5.24 | 1.04 |
Overall, gamification can enhance the learning outcomes of Creative and Innovative courses. | 5.43 | 1.12 |