Effectiveness of Utilizing Gamified Learning in Improving Creative Reading Skills among Primary School Students

Gamification, in education is a method that boosts pupil participation and drive by encouraging the growth of analytical and creative thinking abilities through the integration of gaming components into the learning process. The impact of gamification on enhancing reading skills in second grade students was investigated in this research study as this phase is pivotal for language and cognitive growth. A selective group of 104 students was split into two groups, for the study – one receiving instruction while the other followed conventional teaching approaches. A comprehensive test measuring creative reading skills—covering fluency, originality, and flexibility—was administered to both groups before and after the intervention, ensuring its validity and reliability. The results demonstrated that students exposed to gamified learning showed significant improvements in creative reading skills compared to those in the traditional group, particularly in fluency, originality, and flexibility. However, no statistically significant differences in skills acquisition were found based on school type, suggesting that gamified learning is effective across diverse learning settings. The research highlights the significance of incorporating gamification, in curricula to boost student participation and innovation. It suggests teacher education to apply these methods. Through learning that creates an engaging atmosphere it not only improves students’ imaginative reading skills but also encourages analytical thinking. They provide a fun learning environment that aligns with learning objectives.

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Institutions

Publication Details

Journal
Forum for Linguistic Studies
Published
2024-12-11
DOI
https://doi.org/10.30564/fls.v6i6.7518
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
2.37

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article

Effectiveness of Utilizing Gamified Learning in Improving Creative Reading Skills among Primary School Students

Eid Mohammed Kanaan, Omayya M. Al-Hassan, Rommel Mahmoud AlAli, Bushra Alakashee et al.
3 citations
Forum for Linguistic Studies
Educational Games and Gamification
2.37
article

Effectiveness of Utilizing Gamified Learning in Improving Creative Reading Skills among Primary School Students

Eid Mohammed Kanaan, Omayya M. Al-Hassan, Rommel Mahmoud AlAli, Bushra Alakashee, Shoeb Saleh, Ali Ahmad Al‐Barakat, Mohammad Alqatawna, Ashraf Mahrous Nour Zaher
article en
3 citations

Abstract

Gamification, in education is a method that boosts pupil participation and drive by encouraging the growth of analytical and creative thinking abilities through the integration of gaming components into the learning process. The impact of gamification on enhancing reading skills in second grade students was investigated in this research study as this phase is pivotal for language and cognitive growth. A selective group of 104 students was split into two groups, for the study – one receiving instruction while the other followed conventional teaching approaches. A comprehensive test measuring creative reading skills—covering fluency, originality, and flexibility—was administered to both groups before and after the intervention, ensuring its validity and reliability. The results demonstrated that students exposed to gamified learning showed significant improvements in creative reading skills compared to those in the traditional group, particularly in fluency, originality, and flexibility. However, no statistically significant differences in skills acquisition were found based on school type, suggesting that gamified learning is effective across diverse learning settings. The research highlights the significance of incorporating gamification, in curricula to boost student participation and innovation. It suggests teacher education to apply these methods. Through learning that creates an engaging atmosphere it not only improves students’ imaginative reading skills but also encourages analytical thinking. They provide a fun learning environment that aligns with learning objectives.

Forum for Linguistic StudiesVol. 6(6)
Hashemite University (JO), University of Sharjah (AE), King Faisal University (SA), Yarmouk University (JO)
Deanship of Scientific Research, King Faisal University, King Faisal University
Quality Education
Openalex Percentile: Top 10%
Educational Games and Gamification
2.37
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