Combining virtual learning stations with gamification and its impact on developing positive thinking in history among secondary school students

This study investigated the impact of integrating virtual learning stations with gamification elements on fostering positive thinking skills in history education among secondary school students. A quantitative experimental design with a posttest between the experimental and control groups was employed. The experimental group (n= 30) received the intervention, which combined interactive virtual stations and gamified activities over one semester, while the control group (n= 30) received traditional instruction. Findings revealed a statistically significant difference in total positive thinking skills between the experimental and control groups, with a large effect size favoring the experimental group. Additionally, the experimental group outperformed the control group in all individual positive thinking skills, including problem-solving, self-leadership of thinking, cognitive openness, positive expectation/optimism, and accepting differences with others. The integration of virtual learning stations and gamification elements created an engaging, personalized, and multisensory learning environment that fostered positive attitudes, motivation, and essential cognitive, affective, and social-emotional competencies. This study contributes to the literature on innovative pedagogies and highlights the potential of blending technology-enhanced environments with gamification principles to cultivate positive thinking skills and empower students as lifelong learners.

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Publication Details

Journal
International Journal of Instructional Technology and Educational Studies
Published
2024-12-01
DOI
https://doi.org/10.21608/ihites.2024.287331.1185
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Combining virtual learning stations with gamification and its impact on developing positive thinking in history among secondary school students

Sahar Fayed, doaa yousef darwesh
1 citations
International Journal of Instructional Technology and Educational Studies
Educational Games and Gamification
0.79
article

Combining virtual learning stations with gamification and its impact on developing positive thinking in history among secondary school students

Sahar Fayed, doaa yousef darwesh
article en
1 citations

Abstract

This study investigated the impact of integrating virtual learning stations with gamification elements on fostering positive thinking skills in history education among secondary school students. A quantitative experimental design with a posttest between the experimental and control groups was employed. The experimental group (n= 30) received the intervention, which combined interactive virtual stations and gamified activities over one semester, while the control group (n= 30) received traditional instruction. Findings revealed a statistically significant difference in total positive thinking skills between the experimental and control groups, with a large effect size favoring the experimental group. Additionally, the experimental group outperformed the control group in all individual positive thinking skills, including problem-solving, self-leadership of thinking, cognitive openness, positive expectation/optimism, and accepting differences with others. The integration of virtual learning stations and gamification elements created an engaging, personalized, and multisensory learning environment that fostered positive attitudes, motivation, and essential cognitive, affective, and social-emotional competencies. This study contributes to the literature on innovative pedagogies and highlights the potential of blending technology-enhanced environments with gamification principles to cultivate positive thinking skills and empower students as lifelong learners.

International Journal of Instructional Technology and Educational StudiesVol. 5(4)
Tanta University (EG)
Openalex Percentile: Top 20%
Educational Games and Gamification
0.79
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