Volume 13 - Issue 4 (8) | PP: 776 - 786
Language : العربية
DOI : https://doi.org/10.31559/EPS2024.13.4.8
DOI : https://doi.org/10.31559/EPS2024.13.4.8
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The Impact of Utilizing Gamification Applications on the Achievement of Sixth Graders in Saudi Arabia in Arabic Language Grammar
Received Date | Revised Date | Accepted Date | Publication Date |
24/4/2024 | 12/5/2024 | 22/5/2024 | 21/8/2024 |
Abstract
Objectives: The study aimed to investigate the impact of utilizing gamification apps on the achievement of sixth-grade students in Arabic language grammar in Saudi Arabia. The study sample consisted of (141) sixth-grade students at Riyadh Schools for boys and girls in the Riyadh district during the first trimester of the academic year 2023/2024. Methods: The quasi-experimental method was used, as it is the most suitable for achieving the study's objectives. This method allows for the use of the existing classrooms that participated in the experiment without randomly redistributing the students into the three groups (gamification using the Blooket app, gamification using the Quizizz app, and the traditional method). Results: The results revealed statistically significant differences in students' achievement that attributable to the teaching strategy, with the Blooket app showing superior performance compared to both the Quizizz app and traditional teaching methods. Conclusions: The researcher recommended that teachers be effectively utilize gamification apps in their teaching practices.
How To Cite This Article
Abu Inein , R. I. (2024). The Impact of Utilizing Gamification Applications on the Achievement of Sixth Graders in Saudi Arabia in Arabic Language Grammar . International Journal of Educational and Psychological Studies, 13 (4), 776-786, https://doi.org/10.31559/EPS2024.13.4.8
Copyright © 2024, This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.