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

Ilhem Khadija Boudour

JURNAL ARBITRER, Год журнала: 2024, Номер 10(4), С. 419 - 425

Опубликована: Янв. 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.

Язык: Английский

Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation DOI Creative Commons
Ahmad Ridho Rojabi, Slamet Setiawan,

Ahmad Munir

и другие.

Frontiers in Education, Год журнала: 2022, Номер 7

Опубликована: Сен. 20, 2022

In language learning environments, technology is rapidly manipulated to encourage engagement, promote autonomy, and boost motivation. Many instructors have initiated exploit online platforms tools as a more engaging alternative conventional activities. One of the engaging, enjoyable games Kahoot. The purpose this study perceive course content Kahoot in classroom increase exam scores vocabulary, student addition, also explored issues encountered by students vocabulary through impact gamification on achievement was assessed using quantitative qualitative methods first-year English department ( N = 82). findings revealed that incorporating for teaching effectively allows learners expand deeper understanding concepts indicated improvement. This method has positive engagement well Furthermore, rigorous future research needed fully understand Kahoot’s efficacy improve pedagogy classroom.

Язык: Английский

Процитировано

16

Mobile application to improve the learning of secondary school students DOI Creative Commons

Estiven Mayhuay De La Cruz,

Miguel Angel Trujillo Meza,

Laberiano Andrade-Arenas

и другие.

Advances in Mobile Learning Educational Research, Год журнала: 2023, Номер 3(1), С. 586 - 595

Опубликована: Янв. 4, 2023

In recent years, there has been a low percentage of learning in all educational centres. This research aims to design mobile application improve and technical soft skills institutions Peru. way, it can be replicated another country with similar reality. Also, we used the Design Thinking methodology, which promotes innovation each its processes. Thanks this, focus not only on application's development deployment but also users' experiences feelings. During methodology process, survey was for data collection analysis impact education, having population 40 students, obtaining. As result, good acceptance application, especially public education.

Язык: Английский

Процитировано

10

Interactive gamification-flip-book for developing students' outcomes DOI Creative Commons
J. Priyanto Widodo,

Marianus Subandowo,

Lailatul Musyarofah

и другие.

Advances in Mobile Learning Educational Research, Год журнала: 2023, Номер 3(2), С. 754 - 762

Опубликована: Июль 5, 2023

This research presents gamification-flip-books in education that can significantly improve students' conceptual understanding due to the actions involved learning. However, this approach also a problem for "slow learners" and other students who require individualized attention their classroom's teaching Many researchers have been drawn use of gamification as way boost engagement learning outcomes. study aims show empirical results most recent on applying ability slow learners. aimed develop an interactive digital gamification-flip-book which meets criteria assisting called A 4-D design & development was applied, covering four stages: define, design, disseminate. Since percentage produced more significant than 85%, validity level generated media satisfied very valid requirements, it could be used without any modifications because standards were met. The implication proves integration with LMS practical providing activities learners support them. demonstrated by fact successful. Therefore, additional should encouraged investigate usefulness integrated into

Язык: Английский

Процитировано

10

Designing Gamified Application: An Effective Integration of Augmented Reality to Support Learning DOI Creative Commons
Sehar Shahzad Farooq, Hameedur Rahman, Syed Ali Naqi Raza

и другие.

IEEE Access, Год журнала: 2022, Номер 10, С. 121385 - 121394

Опубликована: Янв. 1, 2022

Early childhood learning is an important concern for the concept building of children. Students have been taught with traditional methods from beginning. However, these lack kids' attention. Application Augmented Reality (AR) in a way teaching can help students better engagement and learning. In this research, ABCD-AR mobile based application designed to overcome flaws education system. While designing AR applications, certain guidelines need be considered that cause problems kids their These may include but are not limited small screen size irregularity. Considering problems, study proposes 23 usability principles applications kids. identified validated by human experts. Furthermore, experiments carried out evaluate terms efficiency, effectiveness, learn-ability, user satisfaction engagement. The results implies developed game-based highly effective efficient because mean marks obtained before using lower (M = 4.97, SD 1.650) than after 7.97, 1.608). Similarly, indicate time taken perform tests without higher as compared it 4.37, Majority were entertained playing game while learning, felt motivated continue on game's scenario due variety activities included. Teachers parents involved shown towards use process preschool

Язык: Английский

Процитировано

15

The effect of the whole language approach on learning motivation and productive communication skills of students DOI Creative Commons

I Made Hendra Sukmayasa,

I Nyoman Sudiana

Advances in Mobile Learning Educational Research, Год журнала: 2023, Номер 3(1), С. 596 - 601

Опубликована: Янв. 5, 2023

This study aimed to examine the effect of whole language approach on learning motivation and productive communication skills third-grade students SD Lab Undiksha for academic year 2022/2023, both individually together. research is quasi-experimental. The design used was posttest-only control-group design. population, which also sample in this study, are all Undiksha, totalling 48 students. independent variable approach. At same time, dependent students' skills. Data collection methods questionnaires tests. data that have been collected tabulated with mean standard deviation. statistical analysis test hypothesis MANOVA. Based has done, it found that: 1) there a significant Class III 2022/2023 an F count 75,037 significance 0,000; 2) 84,668 0,000, 3) simultaneously 73.211 0.000.

Язык: Английский

Процитировано

8

The use of Kahoot in preschool mathematics education DOI Creative Commons

Aikaterini Xezonaki

Advances in Mobile Learning Educational Research, Год журнала: 2023, Номер 3(1), С. 648 - 657

Опубликована: Фев. 20, 2023

During the preschool period children acquire basic mathematics skills during preschool, foundation for their later formal education. One tool that could enhance students' mathematical at this age and which utilizes elements of games in non-game settings. This study aimed to implement an intervention program examine whether gamification affects competencies preschool-aged students. Thirty-one students aged 4 6 participated, 15 shaped experimental group 16 control group. program, were tutored through tablets designed Kahoot! application involved math exercises such as addition subtraction, while did same without tablets. The results student's performance showed before after differed significantly. Therefore, improved Kahoot-based learning games. It can be concluded Learning improve outcomes Pedagogical psychological research should used more preschoolers.

Язык: Английский

Процитировано

8

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

и другие.

Опубликована: Июнь 21, 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 3rd-grade school. We employed a quantitative approach gain insights into impact their perception application. aimed understand how each game element experienced influenced motivation. The findings our study revealed encouraging results terms increased motivation engagement among students, well influence different elements when connected with individual's profile multidimensional framework.

Язык: Английский

Процитировано

7

Museum and Kindergarten: STEM connections between exhibits and science DOI Creative Commons

Konstantina Tallou

Advances in Mobile Learning Educational Research, Год журнала: 2022, Номер 2(2), С. 333 - 340

Опубликована: Янв. 1, 2022

The present work supports the possibility of connecting exhibits Museum Ali Pasha on island Ioannina with Natural Sciences through an educational scenario in light Theory Activity and SciEPIMGI design framework. In this way programs designed for Museums general interest gain added value by supporting cooperation formal non-formal education. script was during training program University implemented November 2021 students Kindergarten Ioannina. Through selected Museum, bridges themes were detected from Curriculum Kindergarten, focusing specifically theme "water". Theoretically, it is based approach Hein's constructivism, Gardner's multiple intelligences active participation Simon's student, particular emphasis student's individual peculiarities regarding ways perceiving reality personal meanings he forms. Museum-pedagogical activities that are apply a variety methodologies such as students' oral expression, visual creations, hidden treasure game, writing, experimentation, creating connections, problem solving, interpretation expression crises, etc. Special given to senses experiential exploratory learning. museum space utilized constructed environment learning application museum-pedagogical methods invisible framework allows effective processes, mobilizes curiosity, evokes emotions impressions.

Язык: Английский

Процитировано

9

Effectiveness of Seamless Mobile Assisted Real Training for Parents (SMART-P) Usage to Improve Parenting Knowledge and Children’s Cognitive Development DOI Open Access
Evania Yafie, Zakiah Mohamad Ashari, Norazrena Abu Samah

и другие.

International Journal of Interactive Mobile Technologies (iJIM), Год журнала: 2023, Номер 17(10), С. 92 - 117

Опубликована: Май 22, 2023

This study aims to develop and identify the effect of SMART-P training on parenting knowledge children's cognitive development. research is included as Mix Method with an ADDIE development model experimental quantitative approach. The method used explanatory a non-equivalent control group design involving classes. carried out for three weeks, stages covering: analysis, design, development, instrument implementation, evaluation. population in this are 714 parents children aged four years from posyandu/KB five sub-districts Malang City, sample 150 six experts. Data collection techniques questionnaires observation checklists. analysis descriptive percentage SPSS analysis. results show that 1) application declared valid acceptable be implemented medium, 2) significant before after being given using identified, 3) re care 4) difference between shown, 5) slightly identified. Therefore, needs continuously so can maximized

Язык: Английский

Процитировано

5

Gamified flipped learning in a French foreign language class: Efficiency and student perception DOI Creative Commons
Chiraz Anane

Frontiers in Education, Год журнала: 2022, Номер 7

Опубликована: Ноя. 15, 2022

To enhance student engagement in a French foreign language course, two active learning methods were combined: Flipped and gamification. This study aimed to explore the efficiency of these teaching course with beginner learners assess student's perception experience. A total 215 students enrolled this university elective course. All sections taught by same instructor during one semester. experienced both flipped methodology traditional approach. The results indicate that students' scores gamified quizzes better when they prepared advance for sessions had session. Moreover, questionnaire was completed at end term, reported preferred because such helped them understand memorize textual material. Students also appreciated use gamification tools help learn interest.

Язык: Английский

Процитировано

6