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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
Author(s) -
Mazyunah Al Mutairi,
Ahmad Almassaad
Publication year - 2022
Publication title -
al-mağallaẗ al-duwaliyyaẗ li-l-abḥāṯ al-tarbawiyyaẗ
Language(s) - English
Resource type - Journals
eISSN - 2519-6146
pISSN - 2519-6154
DOI - 10.36771/ijre.46.1.22-pp269-305
Subject(s) - mathematics education , test (biology) , academic achievement , need for achievement , psychology , scale (ratio) , achievement test , population , standardized test , paleontology , physics , demography , quantum mechanics , sociology , biology
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 size of the gamification seen on academic achievement. The results also showed that there were no differences between the two groups in the motivation scale, with a small effect size of the gamification on student motivation. One of the most important recommendations of this study was encouraging the use of the gamification strategy in teaching the computer course to help boost students’ achievement levels and applying the gamification in the classroom for prolonged periods to achieve higher student-motivation scales. This study also proposes conducting additional more research studies to gauge the effects of gamification on covering different variables and spanning various subjects and grade levels.Keywords: Gamification, academic achievement, motivation, problem-solving skills, programming, computer, e-learning

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