The Impact of Using a Gamification Approach-Based Mobile Application on 4th Grade Students' Achievement Motivation During the COVID-19 Pandemic
DOI:
https://doi.org/10.35516/edu.v50i2%20-S1.1828Keywords:
Gamification, achievement motivation, mobile application, Covid-19 pandemicAbstract
Objectives: This study aims to investigate the impact of teaching using a gamification approach-based mobile application on achievement motivation for fourth-grade students in Oman during the COVID-19 pandemic.
Methods: The quasi-experimental approach was used. The sample consisted of 108 fourth-grade students, with 55 students assigned to the experimental group and 53 students to the control group. A mobile application called "Dr. Science" was designed based on the principles of the gamification approach and was implemented for the experimental group. The achievement motivation scale was used to measure the students' motivation, and its validity and reliability were verified. Pre- and post-tests were conducted for both study groups.
Results: The study found statistically significant differences in the posttest between the two groups, favoring the experimental group. However, there were no statistically significant differences attributed to gender. Additionally, the study did not find a statistically significant interaction between the teaching method and gender in the post-test.
Conclusions: The study recommends that science educators consider designing mobile applications based on the principles of the gamification approach to support achievement motivation, particularly during crises like the COVID-19 pandemic.
Downloads
References
Abdullrahman, A. S., & Hui, X.( 2018). Implication of motivation theories on teachers performance in the context of educational system in Tanzania. International Journal of Secondary Education, 6(3), 46-53.
Alajmi, S., Abdul Hameed, K., & Zainuddin, N. (2019). Motivation and science processes of the 11th grade chemistry students: Analytical study at Batinah North Province the Sultanate of Oman. International E-Journal of Advances in Social Sciences, 5, 453-465.
Aldemir, T., Celik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235-254. https://doi.org/10.1016/j.chb.2017.10.001 .
Al-Dosakee, K., & Ozdamli, F. (2021). Gamification in Teaching and Learning Languages: A Systematic Literature Review. Revista Romaneasca pentru Educatie Multidimensionala, 13(2), 559-577. https://doi.org/10.18662/rrem/13.2/436.
Alfarsi, A., & Ali, M. (2019). The achievement motivation and its relation to the academic achievement of third grade secondary students of the Sultanate of Oman. Journal of Humanities, Language, Culture, and business (HLCB), 3(11), 67-81.
Alsawaier, R. S. (2018). The effect of amification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56–7.
Banfield, J., & Wilkerson, B.(2014). Increasing student intrinsic motivation and self-efficacy through gamification pedagogy. Contemporary Issues In Education Research, 7(4), 291-298.
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013, September). Engaging engineering students with gamification. In 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) (pp. 1-8). IEEE.
Challco, G. C., Mizoguchi, R., Bittencourt, I. I., & Isotani, S. (2016). Gamification of collaborative learning scenarios: structuring persuasive strategies using game elements and ontologies. In Social Computing in Digital Education: First International Workshop, SOCIALEDU 2015, Stanford, CA, USA, August 19, 2015, Revised Selected Papers 1 (pp. 12-28). Springer International Publishing.
Cohen, J. (1988). Statistical power analysis for the behavioral sciences. Hillsdale, NJ: Erlbaum.
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: Asystematic mapping study. Educational Technology and Society, 18, 75-88.
Elshemy, N. (2017). Impact of Gamification strategy on academic achievement and achievement motivation toward learning. In Proceedings of Teaching and Education Conferences (No. 4907055). International Institute of Social and Economic Sciences.
Ezzat, N. (2020). Gamification and essential determinates of motivational level an application of self-determination theory in Egypt. JCES, 11(4), 557-610. https://doi.org/10.21608/jces.2020.143661.
Figueiredo, J., & García-Peñalvo, F. J. (2020). Increasing student motivation in computer programming with gamification. In 2020 IEEE Global Engineering Education Conference (EDUCON) (pp. 997-1000). IEEE. https://doi.org/10.1109/EDUCON45650.2020.9125283.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034). Ieee.
Hanus, M., & Fox, J.(2015). Assessing the effects of Gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161.
Jent, S., & Janneck, M. (2018). Using gamification to enhance user motivation: the influence of gender and age. In Advances in The Human Side of Service Engineering: Proceedings of the AHFE 2017 International Conference on The Human Side of Service Engineering, July 17− 21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA 8 (pp. 3-10). Springer International Publishing. https://doi.org/10.1007/978-3-319-60486-2_1.
Kapp, K. M. (2012). Games, Gamification, and the quest for learner engagement. Training and Development, 66(6), 64-68.
Kingsley, T. L., & Grabner-Hagen, M. M. (2015). Gamification Questing to Integrate Content Knowledge, Literacy, and 21stCentury Learning. Journal of Adolescent & Adult Literacy, 59, 51-61. https://doi.org/10.1002/jaal.426.
Landers, R. (2015). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45, 752-768. https://doi.org/10.1177/1046878114563660.
Lloyd, V. (2014). A brief history of Gamification. https://www.thehrdirector.com/features/learning-development/a-brief-history-of-gamification/.
Muntean, C. I. (2011, October). Raising engagement in e-learning through gamification. In Proc. 6th international conference on virtual learning ICVL (Vol. 1, pp. 323-329).
Nah, F. F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014). Gamification of education: a review of literature. In HCI in Business: First International Conference, HCIB 2014, Held as Part of HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014. Proceedings 1 (pp. 401-409). Springer International Publishing.
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.
Partovi, T., & Razavi, M. R. (2019). The effect of game-based learning on academic achievement motivation of elementary school students. Learning and Motivation, 68, 101-592.
Sailer, M., Hense, J., Mandl, H., & Klever, M., (2016). Psychological perspective on motivation through gamification. Interaction Design and Architecture(s) Journal, 19, 28-37.
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-31. https://doi.org/10.1016/j.ijhcs.2014.09.006.
Su, C., & Cheng, C. (2015). A mobile gamification learning system for improving the learning motivation and achievement. Journal of Computer Assisted Learning, 31, 268-286.
United Nations (UN). (2020). Policy brief: Education during covid-19 and beyond.
Walsh, A. (2014). The potential for using Gamification in academic libraries in order to increase student engagement and achievement. Nordic journal of information literacy in higher education, 6, 36-51.
Werbach, K., & Hunter , D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
Yildiz, İ., Topçu, E., & Kaymakci, S. (2021). The effect of amification on motivation in the education of pre-service social studies teachers. Thinking Skills and Creativity, 42, 100907–100907. https://doi.org/10.1016/j.tsc.2021.100907.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Dirasat: Educational Sciences

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Accepted 2022-09-06
Published 2023-08-30
