The effect of face-to-face and digital gamification of mathematics education on academic achievement and creativity of sixth grade elementary school students in Isfahan
Subject Areas :
Samira Tighbakhsh
1
,
Maryam Mahmoudi
2
,
Reza Abbasi Bakhtiari
3
1 -
2 -
3 -
Keywords: Face-to-Face gamification, Academic achievement, Creativity, Digital gamification.,
Abstract :
The aim of the present study is to determine the effect of face-to-face gamification and digital gamification on the academic achievement and creativity of sixth grade elementary school students in Isfahan in mathematics. This study is an applied research type and to collect data and information in order to achieve the goal, a quasi-experimental research method with a pre-test-post-test design with a control group (verification) was used. The statistical population studied in this study is the total number of sixth grade elementary school students in Isfahan in the academic year 1402 1400 and the sampling method is also a convenience sampling method. Information related to the theoretical sections was collected in a library manner using a card collection tool, and the data collection tools at the field level were a researcher-made test to measure the progress of the sixth grade mathematics lesson. The reliability coefficient of the entire research tool was 0.88. Finally, after the test was designed by the researcher, it was observed by 7 teachers of the same grade and 1 teacher of educational sciences, and its validity was confirmed. Creativity (Torrance) The reliability coefficient of the components of fluidity, openness, flexibility, and expansion through test-retest in the initial implementation of this test was calculated as 0.8, 0.82, 0.84, and 0.80, respectively. Academic engagement (Rue and Ting) The Cronbach's alpha coefficient of this questionnaire was estimated to be above 0.7 and its validity was also assessed as appropriate. Descriptive and inferential statistics were used to analyze the data. The results of the multivariate analysis of covariance (MANCOVA) showed that gamification was effective on students' academic engagement, creativity, and academic achievement. According to the results obtained, it can be said that gamification has a positive effect on students' creativity and academic achievement; the results of the study also showed that face-to-face
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