Exploring the Perspectives of Middle School Teachers’ Towards Gamification in the EFL Context DOI Creative Commons

Ilhem Khadija Boudour

JURNAL ARBITRER, Journal Year: 2024, Volume and Issue: 10(4), P. 419 - 425

Published: Jan. 8, 2024

The current paper looks at investigating middle school teachers’ perspectives towards gamification in the EFL context Algeria. To this end, study explores potential of incorporating digital teaching with a focus on implementation Gamification classroom context. In order to gain clearer understanding phenomenon, researcher adopted qualitative research using semi-structured interview. participants were total 11 teachers from various schools Mostaganem – interviewees selected based their use technology and game-based methods. collected data was thematically analyzed MAXQDA software, employing descriptive analysis approach. After analysis, findings show that frequently incorporate ICT-based lessons into practices. Additionally, accord responses, have clear notion gamified learning. However, they lack necessary expertise effectively implement gamification. Being novelty arena language teaching, call for training programs enable them classroom. As concludes, it provides standpoint regarding gamification, openness, readiness adopt modern It also offers valuable insights state-of-the-art methods paves way further considerations lesson design.

Language: Английский

Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review DOI Open Access

Fahad Saleem Al-Hafdi,

Waleed Salim Alhalafawy

International Journal of Interactive Mobile Technologies (iJIM), Journal Year: 2024, Volume and Issue: 18(07), P. 188 - 212

Published: April 9, 2024

Gamification-based learning is a recent trend that has received increasing attention in the last few years due to digital development. Gamification emerged as vital aspect of educational setting, with gamified elements playing crucial role e-learning environments. The current study motivated by need address gap existing research on utilization gamification education. This exists lack studies monitor developments and effects environment. It important conduct such provide guidance for future field gamification. A bibliometric analysis systematic literature review were conducted understand describe its potential learning. results revealed most frequently used keywords gamification, game-based (GBL), motivation, engagement. majority published this was United States, followed Spain Britain. Journal Computers Human Behavior Education two journals focused primarily GBL. famous authors are Hamari, Juho, Patel, Mitesh S., Landers, Richard N. experiencing significant growth, number from 7 2012 917 2021. found undergraduates frequent participants gambling activities. game utilized points, leaderboards, badges, while outcomes addressed achievement, engagement, motivation. primary objective paper comprehensive guide scholars institutes, outlining key areas emphasis related subject also identified components instructors designers may rely frequently.

Language: Английский

Citations

22

Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation DOI Creative Commons
Alkinoos-Ioannis Zourmpakis, Michail Kalogiannakis, Stamatios Papadakis

et al.

Computers, Journal Year: 2023, Volume and Issue: 12(7), P. 143 - 143

Published: July 18, 2023

In recent years, gamification has captured the attention of researchers and educators, particularly in science education, where students often express negative emotions. Gamification methods aim to motivate learners participate learning by incorporating intrinsic extrinsic motivational factors. However, effectiveness yielded varying outcomes, prompting explore adaptive as an alternative approach. Nevertheless, there needs be more research on approaches, concerning motivation, which is primary objective gamification. this study, we developed tested environment based specific psychological frameworks. This incorporated criteria, strategies, gaming elements, all crucial aspects education for six classes third-grade school. We employed a quantitative approach gain insights into impact their perception application. aimed understand how each game element experienced influenced motivation. Based our findings, were motivated learn when using environment. Additionally, adaptation process was largely successful, generally liked elements integrated lessons, indicating multidimensional framework enhancing students’ experiences engagement.

Language: Английский

Citations

40

Analyzing the Impact of a Gamification Approach on Primary Students’ Motivation and Learning in Science Education DOI
Stamatios Papadakis, Alkinoos-Ioannis Zourmpakis, Michail Kalogiannakis

et al.

Lecture notes in networks and systems, Journal Year: 2023, Volume and Issue: unknown, P. 701 - 711

Published: Jan. 1, 2023

Language: Английский

Citations

32

Transforming Healthcare Data Management: A Blockchain-Based Cloud EHR System for Enhanced Security and Interoperability DOI Open Access
Agariadne Dwinggo Samala, Soha Rawas

International Journal of Online and Biomedical Engineering (iJOE), Journal Year: 2024, Volume and Issue: 20(02), P. 46 - 60

Published: Feb. 14, 2024

The adoption of cloud-based electronic health record (EHR) systems and blockchain technology in healthcare is gaining attention for enhancing data security interoperability. This research focuses on designing implementing a blockchain-based cloud EHR system. It explores selecting suitable technology, infrastructure, management methods to ensure patient confidentiality, integrity, availability. architecture components the system, including network, storage layer, user interface, are thoroughly discussed. A pilot study evaluates system’s feasibility performance, showcasing improved protection, sharing, compared traditional systems. potential benefits, drawbacks, barriers system examined. provides valuable insights recommendations institutions considering implementation such systems, addressing challenges, offering guidance successful adoption.

Language: Английский

Citations

10

Students' evaluation and learning experience on the utilization of Digital Interactive Math Comics (DIMaC) mobile app DOI Creative Commons
Leo A. Mamolo

Advances in Mobile Learning Educational Research, Journal Year: 2022, Volume and Issue: 2(2), P. 375 - 388

Published: Jan. 1, 2022

Mobile phones are prevalent worldwide, and today's learners utilize this technology for instructional purposes. This educational design research aims to evaluate the developed interactive mobile application. material contributes 21st century or digital native learners' needs engage students in teaching-learning process. The app is aligned with mathematics instruction, balancing visuals Math content. Employing Instructional Material Development Non-print Materials instrument shows that acceptable Grade 11 students. Students reported a positive experience noted an increased interest Mathematics when using app. Further needed explore integration of classroom.

Language: Английский

Citations

35

Development of Android Based Educational Games to Enhance Elementary School Student Interests in Learning Mathematics DOI Open Access

Iva Sarifah,

Ai Rohmaniar,

Arita Marini

et al.

International Journal of Interactive Mobile Technologies (iJIM), Journal Year: 2022, Volume and Issue: 16(18), P. 149 - 161

Published: Oct. 3, 2022

This research is an android-based educational game development to increase interest in learning mathematics for elementary school students. study aims make the of games able be a solution increasing students' Mathematics at initial level, namely level. The method used this Research and Development model ADDIE (Analyse, Design, Development, Implement, Evaluation). In study, it was limited implementation stage which tested through experimental research. included type design simple experiment form Posttest Only Control Group Design. conclusion that can drawn from Android-based are proven

Language: Английский

Citations

33

Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention DOI Creative Commons
Marc Riar, Benedikt Morschheuser, Rüdiger Zarnekow

et al.

Behaviour and Information Technology, Journal Year: 2023, Volume and Issue: 43(6), P. 1017 - 1041

Published: April 18, 2023

Achieving cooperation between individuals is challenging and often driven by self-beneficial motives. On the other hand, people also seem capable of subordinating their personal interests engaging in for motives than own, i.e. out altruistic impulses. One context which both motivational facets can be observed multiplayer online games. However, there a lack knowledge about how based on altruism egoism develops games, prevents us from transferring this as form gamification. In study, we explore game features are accountable egoistic sentiment, these distinctive demeanours induce with intent to derive implications We employ we-intention I-intention theory conduct survey among players Ingress (N = 206). Our findings imply that (1) cooperative design give rise within-group enjoyment helping others goals, (2) lead formation we-intentions, (3) individualistic invoke I-intentions self-centered motivations games recognition-seeking. Theoretical practical provided gamification design.

Language: Английский

Citations

19

Educational benefits of digital game-based learning: K-12 teachers' perspectives and attitudes DOI Creative Commons
Γεώργιος Λαμπρόπουλος

Advances in Mobile Learning Educational Research, Journal Year: 2023, Volume and Issue: 3(2), P. 805 - 817

Published: Aug. 23, 2023

This study aims to examine K-12 teachers’ perspectives and attitudes toward the benefits of adopting integrating digital game-based learning in education. The involves 158 teachers primary education secondary who filled a 37-question questionnaire. Overall, had significantly positive attitudes. In contrast their age level which they taught, educational background, gender, teaching experience were correlated with responses. Based on results, most familiar games use settings previous classrooms. lack equipment, skills, training emerged as challenges that face. Concerning its general education, an effective approach can be applied various subjects offer interactive student-centered environments. Regarding it yield for teachers, useful facilitate enrich process improves communication skills enables them create motivational virtual environments would consciously engage encourage students actively participate activities promote collaborative learning. terms students, was evaluated valuable pedagogical enhance students’ cognitive social-emotional development, competencies, improve motivation, engagement, achievements, increase joy, autonomy, critical thinking, creativity, imagination. Finally, used at all levels both face-to-face online meet new requirements, provide overall quality

Language: Английский

Citations

17

Enhancing L2 learners’ lexical gains via Quizlet learning tool: the role of individual differences DOI
Long Quoc Nguyen, Ha Van Le

Education and Information Technologies, Journal Year: 2023, Volume and Issue: 28(9), P. 12143 - 12167

Published: March 6, 2023

Language: Английский

Citations

11

Investigating the impact of mobile interaction gamification on 4C skills: Perspective from student at vocational higher education in Indonesia DOI
Fadhli Ranuharja, Ángel Torres-Toukoumidis,

Joseph Oluwaseyi

et al.

Advances in Mobile Learning Educational Research, Journal Year: 2024, Volume and Issue: 4(2), P. 1082 - 1092

Published: June 28, 2024

The realm of education has a highly significant impact on advancing civilization in country. Various factors have been studied and proven to enhance different skills the educational sector, including gamification aspects. popularity become trend as tool create an engaging learning environment for students. Students show high interest engagement when subject is associated with gamification. While many studies examined 21st-century skills, precisely 4C critical thinking, creative communication, collaboration, few yet explore their connection gamification, especially higher Indonesia. This study aims investigate students' opinions about effects skills. method involved investigation through questionnaires 105 students, comprising 25 questions 5-point Likert scale, structured interviews students meeting specific criteria. findings indicate that several aspects strongly relate gaming habits, particularly thinking However, habits meagre communication collaboration suggesting not all components can be enhanced In addition, most could see effectiveness targeted strategies practices. Further are recommended using practical materials courses test evaluations or other media.

Language: Английский

Citations

4