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Articles 1 - 3 of 3
Full-Text Articles in Instructional Media Design
The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad
The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad
International Journal for Research in Education
Abstract
This study aimed to identify the effect of using the gamification strategy on academic achievement and motivation towards learning problem-solving skills in computer and information technology course. A quasi-experimental method was adopted. The study population included tenth-grade female students in Al-Badi’ah schools in Riyadh. The sample consisted of 54 students divided into two equal groups: control group and experimental group. The study tools comprised an achievement test and the motivation scale. The results showed that there were statistically significant differences between the two groups in the academic achievement test in favor of the experimental group, with a large effect …
Teacher Perceptions Of Gamification In K-8 Classrooms, Niya Nicole Costley
Teacher Perceptions Of Gamification In K-8 Classrooms, Niya Nicole Costley
Walden Dissertations and Doctoral Studies
Teachers have positive attitudes toward the use of gamification in the classroom yet research shows that it is implemented inconsistently. Furthermore, specific elements of what makes gamification successful with students has not been studied. The purpose of this study was to explore teacher perceptions of gamification and its use in the K-8 classroom. The conceptual frameworks for this study were constructivism and connectivism. The central research question for this basic qualitative study focused on the perceptions of teachers about gamification and its use in the K-8 classroom that contribute to student success. The participants were selected using a convenience, continuum, …
Junior High Teachers' Perception On Consistent Implementing Technology-Based Gamification, Ali Tootian
Junior High Teachers' Perception On Consistent Implementing Technology-Based Gamification, Ali Tootian
Walden Dissertations and Doctoral Studies
The problem investigated was many junior high teachers do not consistently implement technology-based gamification (TBG) within class activities despite evidence showing it as a useful learning tool for student engagement. This study aimed to explore why junior high teachers do not consistently implement TBG and identify the barriers and potential solutions from teachers' perspectives. A modified technology acceptance model and diffusion of innovation theory were combined with cultural and local aspects to generate a comprehensive gamification acceptance model. A basic qualitative approach was suitable for the study. The research questions sought junior high teachers' perceptions about consistently implementing TBG, the …