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.
Authors
- Eid Mohammed Kanaan (ORCID: https://orcid.org/0000-0002-7452-9076)
- Omayya M. Al-Hassan (ORCID: https://orcid.org/0000-0001-5104-2129)
- Rommel Mahmoud AlAli (ORCID: https://orcid.org/0000-0001-7375-4856)
- Bushra Alakashee (ORCID: https://orcid.org/0000-0001-8181-1996)
- Shoeb Saleh (ORCID: https://orcid.org/0000-0001-5601-5592)
- Ali Ahmad Al‐Barakat (ORCID: https://orcid.org/0000-0002-2709-4962)
- Mohammad Alqatawna (ORCID: https://orcid.org/0000-0002-5578-109X)
- Ashraf Mahrous Nour Zaher (ORCID: https://orcid.org/0009-0007-9051-4046)
Institutions
- Hashemite University (JO)
- University of Sharjah (AE)
- King Faisal University (SA)
- Yarmouk University (JO)
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
Funders
- Deanship of Scientific Research, King Faisal University
- King Faisal University