Investigating the effect of gamification on students' motivation and learning
Subject Areas : Infomartion TechnologyMaedeh Sadeghisaedabadi 1 , زهرا طالب 2
1 - Educational Sciences, Primary Education, South Tehran Branch, Islamic Azad University, Tehran, Iran
2 - مدیر گروه برنامه ریزی درسی واحد تهران جنوب
Keywords: Gamification, motivation, learning.,
Abstract :
The purpose of this study was to investigate the effect of gamification on the motivation and learning of elementary school students. It is a semi-experimental study with a pre-test-post-test design with a control group. The statistical population of the research includes all elementary school students of the 11th district of Tehran in the academic year 2019-2019, 30 people were selected by simple random sampling method and randomly replaced in two groups of 15 people (experimental and control group). For the experimental group of gamification-based education based on the book Gamification Toolbox by Marchewski Andrezi (Akhtari, 1400), a quiz titled Knowledge was conducted for 4 weeks and every day for the students of the experimental group, and the control group did not receive any training. Harter's standard academic motivation questionnaire and researcher-made learning test were used to collect data. The findings showed that there is a significant relationship between the gamification variable and the motivation and learning variable of elementary students. It can be concluded that the use of gamification during teaching leads to an increase in students' motivation and learning. Therefore, it is suggested to use the gamification program in the education of elementary students to increase motivation and learning for academic success and progress
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