The Impact of Gamification-Assisted Instruction on the Acquisition of Scientific Concepts and Attitudes Towards Science Class Among Elementary School Students
European Journal of Educational Research,
Год журнала:
2025,
Номер
14(2), С. 485 - 500
Опубликована: Март 8, 2025
This
study
addresses
global
concerns
surrounding
elementary
students'
science
performance
following
the
COVID-19,
as
a
result
of
international
tests
such
Trends
in
International
Mathematics
and
Science
Study
(TIMSS)
highlight
ongoing
challenges
that
urge
exploration
innovative
educational
approaches
to
improve
learning.
research
employed
gamification-assisted
instruction
explored
its
impact
on
enhancing
understanding
concepts
attitudes
toward
class
among
fourth
graders.
The
adopted
quasi-experimental
design
included
an
experimental
group
(ExG)
was
taught
using
gamification
strategy
control
(CoG)
traditional
method
with
sample
38
female
students
from
public
school
Jordan.
Data
were
gathered
valid
reliable
tools:
developed
scientific
test
Attitude
Towards
measures.
ANCOVA
analysis
revealed
significantly
improves
acquisition
(η2=.208)
boosts
positive
attitude
classes
(η2=.626).
These
findings
encourage
decision-makers
incorporate
into
teaching
practices
methods.
Язык: Английский
Usability Evaluation of a Board Game for Learning Robotics of Care
Education Sciences,
Год журнала:
2025,
Номер
15(4), С. 484 - 484
Опубликована: Апрель 13, 2025
Gamification
and
game-based
learning
provide
the
opportunity
to
acquire
knowledge
skills
on
a
given
subject
in
practical
interactive
way.
They
are
an
innovative
teaching
methodology
that
could
be
used
for
competence
acquisition
variety
of
fields.
This
study
focuses
two
domains:
technology
(including
robotics)
care.
evaluates
usability
RobotCareMaker®,
board
game
designed
teach
care
robotics,
branch
robotics
oriented
towards
human
RobotCareMaker®
consists
106
elements.
The
playing
cards
engine
element
interaction
between
players.
A
convenience
sample
was
selected.
Usability
evaluated
by
System
Scale
(SUS)
questionnaire
modified
game,
three
questions
about
experience
were
used.
Using
SUS
questionnaire,
21
participants
rated
it
with
excellent
score
80.36.
Over
90%
found
instructions
clear
error-free.
allows
teachers,
professionals,
nursing
students
integrate
curricular
competencies
novel
topics
such
as
robotics.
result
suggests
enhances
assistive
improving
education
healthcare.
Язык: Английский