The Effect of Using Gamification on Motivating Learning Arabic in the E-Learning Environment for Eighth-Grade Students in Amman, Jordan

Authors

DOI:

https://doi.org/10.35516/edu.v50i3.3086

Keywords:

Gamification, e-learning environment, motivation

Abstract

Objectives: The study aims at revealing the effect of using gamification in the e-learning environment to motivate learning Arabic for eighth-grade students in Amman.

Methods: The study used a quasi-experimental methodology and developed a motivation scale that consisted of (40) items whose validity and reliability indicators were extracted. The study relied on purposive sampling in selecting (50) students from the eighth grade at The New English School. The sample was randomly divided into two groups: (25) students as a control group and (25) students as an experimental group.

Results: The results revealed that there were significant differences among the eighth-grade students’ mean scores on the Arabic learning motivation scale which was based on the dimensional analysis of the teaching method (using gamification or the traditional method). That is, the differences came out in favor of using gamification. However, there were no statistically significant differences based on gender at (α ≤ 0.05) among the eighth-grade students’ mean scores on the Arabic learning motivation scale for the experimental group.

Conclusions: The study recommends using gamification in teaching Arabic and other subjects as well as integrating gamification in the curricula for different academic stages.

Downloads

Download data is not yet available.

References

Al Jaraydeh, Y. (2020). The Impact of Digital Storytelling on Academic Achievement of Sixth Grade Students in English Language and Their Motivation towards it in Jordan. Turkish Online Journal of Distance Education, 21(1), 73-82

Alomari, I., Al-Samarraie, H., & Yousef, R. (2019). The role of gamification techniques in promoting student learning: A review and synthesis. Journal of Information Technology EducationResearch, 18, 395-417.

Alsadoon, hamadah. (2023). The Impact of Gamification on Student Motivation and Engagement: An Empirical Study. Dirasat: Educational Sciences, 50(2), 386–396. https://doi.org/10.35516/edu.v50i2.255.

Alsharji, K., Alkatan, M., Akbar, A. , & Ahmad, H. (2020). The Relative Age Effect in Handball: Its Existence and Influence on Playing Position for Youth and Junior Asian National Teams. Dirasat: Educational Sciences, 47(1), 587–594. https://dsr.ju.edu.jo/djournals/index.php/Edu/article/view/1893.

Boudadi, N., & Gutierrez, M. (2020). Effect of Gamification on Students' Motivation and Learning Achievement in Second Language Acquisition within Higher Education: A Literature Review 2011-2019. The euricall Review, 1(28), 57-69.

Huang, B., Hew, K., Lo, C. (2019). Investigating the Effects of Gamification-Enhanced Flipped Learning on Undergraduate Students' Behavioral and Cognitive Engagement. Interactive Learning Environments, 8(27), 1106-1126.

Huang, R., Ritzhaupt, M., & Albert D. (2020). The Impact of Gamification in Educational Settings on Student Learning Outcomes: A Meta-Analysis. Educational Technology Research and Development, 4(68), 1875-1901.

James, K., & Mayer, R. (2019). Learning a Second Language by Playing a Game. Applied Cognitive Psychology, 4(33), 669-674.

Kalogiannakis, M., Papadakis, S., & Zourmpakis, A. (2021). Gamification in Science Education. A Systematic Review of the Literature. Education Sciences, 11, 22 – 35.

Kibuku, R., Ochieng, D., & Wausi, A. (2020). E-Learning Challenges Faced by Universities in Kenya: A Literature Review. Electronic Journal of e-Learning, 18(2), 150-161.

Markova, T., Glazkova, I.,& Zaborova, E. (2017). Quality issues of online distance learning. Procedia-Social and Behavioral Sciences, 237, 685-691.

Naji, I. M., & Aqel, M. S. (2023). The Effectiveness of an Educational Environment Based on Gamification in Developing Deep Learning Skills Among Pre-Service Students at Al-Aqsa University. Dirasat: Educational Sciences, 50(2), 155–173. https://doi.org/10.35516/edu.v50i2.237.

Ozturk, C., & Kormaz, O. (2020). The Effect of Gamification Activities on Students' Academic Achievements in Social Studies Course, Attitudes towards the Course and Cooperative Learning Skills. Participatory Educational Research, 1(7), 1-15.

Papp, T. (2017). Gamification Effects on Motivation and Learning: Application to Primary and College Students. International Journal for Cross-Disciplinary Subjects in Education (IJCDSE), 8 (3), 3193- 3201.

Pitoyo, M., & Sumardi, A. (2020). Gamification-Based Assessment: The Washback Effect of Quizizz on Students' Learning in Higher Education. International Journal of Language Education, 1(4), 1-10.

, T., & Sa'di, R. (2020). Preparedness of Institutions of Higher Education for Assessment in Virtual Learning Environments during the COVID-19 Lockdown: Evidence of Bona Fide Challenges and Pragmatic Solutions. Journal of Information Technology Education Research, 19(1), 755-774.

Downloads

Published

2023-10-22

How to Cite

Abu Mazer, M., & Al-Ajlouni, K. . (2023). The Effect of Using Gamification on Motivating Learning Arabic in the E-Learning Environment for Eighth-Grade Students in Amman, Jordan. Dirasat: Educational Sciences, 50(3), 256–266. https://doi.org/10.35516/edu.v50i3.3086

Issue

Section

Articles
Received 2022-11-14
Accepted 2023-01-05
Published 2023-10-22