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Science and Mathematics Education Commons

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Full-Text Articles in Science and Mathematics Education

The Impact Of A Mobile Application (Dr. Electron) On Science Attitudes And Self-Efficacy Among Eighth-Grade Students, Sulaiman M. Al-Balushi Prof., Huda A. Al Hosni Ph.D., Zahra S. Al Shukaili, Asma H. Al Salmi Apr 2024

The Impact Of A Mobile Application (Dr. Electron) On Science Attitudes And Self-Efficacy Among Eighth-Grade Students, Sulaiman M. Al-Balushi Prof., Huda A. Al Hosni Ph.D., Zahra S. Al Shukaili, Asma H. Al Salmi

International Journal for Research in Education

This study aimed to investigate the effectiveness of an enrichment mobile application based on the gamification approach (Dr. Electron) on the attitudes towards science and self-efficacy of eighth-grade students in the Sultanate of Oman amid the COVID-19 pandemic. A quasi-experimental design was employed, utilizing both pre-test and post-test control group designs. The study sample comprised 63 students, with 33 assigned to the experimental group and 30 to the control group. The study used Measurement instruments including a science attitude scale with a reliability coefficient of 0.86 and a self-efficacy scale with a reliability coefficient of 0.93. Results indicated statistically significant …


The Impact Of Using Gamified Augmented Reality In Developing Learning Engagement And Quality Of Learning Life Among Tenth-Grade Physics Students, Majed A. Alharthi Dr. Apr 2024

The Impact Of Using Gamified Augmented Reality In Developing Learning Engagement And Quality Of Learning Life Among Tenth-Grade Physics Students, Majed A. Alharthi Dr.

International Journal for Research in Education

The research aimed to examine the impact of gamified augmented reality (AR) on engagement in learning and the quality of educational life. The research sample included (90) tenth grade students distributed in three schools, and they were distributed into three groups of (30) students in each group, the first experimental group taught using gamified AR, the second experimental group taught using non- gamified AR, and the third is a control group taught in the usual way in the classroom, and each school included an independent group of research groups. A quasi-experimental design was adopted to study the impact of using …


The Effectiveness Of An Educational Program In Developing Mathematical Achievement As Well As Developing Productive Struggle Among Students Of Intermediate Stage, Ibrahim A. Khalil Ph.D. Jan 2024

The Effectiveness Of An Educational Program In Developing Mathematical Achievement As Well As Developing Productive Struggle Among Students Of Intermediate Stage, Ibrahim A. Khalil Ph.D.

International Journal for Research in Education

This study aimed to identify the effectiveness of an educational program in developing Mathematical Achievement and productive struggle among students of intermediate stage. To fulfil its goals the study used the quasi-experimental approach, based on the design of two equivalent groups. It also used the Teacher's Guide - an activity booklet as study material, in addition to the use of two tools to collect data. One of them is an achievement test that included (three levels of mathematical knowledge related to equation and inequalities) and the other is a productive struggle scale (divided into three axes). The study sample consisted …