Research

The Effect of Using the Gamification Strategy on Academic Achievement and Motivation

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

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

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

By Mazyunah Almutairi and Prof. Ahmad Almassaad

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 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.”

Reference

Almutairi, M., & Almassaad, P. (2022). 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. Retrieved April 20, 2022, from https://scholarworks.uaeu.ac.ae/ijre/vol46/iss1/9/

Keywords

Gamification, academic achievement, motivation, problem-solving skills, programming, computer, e-learning, research