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The Impact of Gamification-Assisted Instruction on the Acquisition of Scientific Concepts and Attitudes Towards Science Class Among Elementary School Students

Bibliographic Data

ID6005686
AuthorsAseel Ajlouni (0000-0002-2904-765X), Aseel O Ajlouni, Fatima Abd-Alkareem Wahba (0000-0003-0642-9257), Hiba Naccache (0000-0003-4643-7921), Asmaa Alomary (0009-0009-8169-3120), Amal Hasan Ibrahim (0000-0002-3386-816X)
Year2025
Volume14
Issue2
Pages485-500
Publication date2025-03-08
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueEuropean Journal of Educational Research (JOURNAL)
Journal identifiersISSN: 1474-9041 • E-ISSN: 2165-8714
PublisherEurasian Society of Educational Research (PUBLISHER • NL)
DOI10.12973/eu-jer.14.2.485
OpenAlexW4408248739
LanguageEN
Citations received1
References cited61

This study addresses global concerns surrounding elementary students' science performance following the COVID-19, as a result of international tests such as Trends in International Mathematics and Science Study (TIMSS) highlight the ongoing challenges that urge the exploration of innovative educational approaches to improve science learning. This research employed gamification-assisted instruction and explored its impact on enhancing the understanding of science concepts and attitudes toward science class among fourth graders. The study adopted a quasi-experimental design and included an experimental group (ExG) that was taught using a gamification strategy and a control group (CoG) that was taught using a traditional method with a sample of 38 female elementary students from a public school in Jordan. Data were gathered using valid and reliable tools: the developed scientific concepts test and the Attitude Towards Science class measures. The ANCOVA analysis revealed that gamification significantly improves the acquisition of scientific concepts (η2=.208) and boosts a positive attitude toward science classes among elementary students (η2=.626). These findings encourage decision-makers to incorporate gamification into science teaching practices and methods

Class (philosophy · Mathematics education · Pedagogy · Science class · Science education · Teaching method · Computer Science · Education and Learning Interventions · Educational Games and Gamification · Educational Research and Pedagogy · Psychology

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Unique citing works1
Citations per year1
Citation span2026 - 2026 (1)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 1

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