Implementation of educational gamification in blended learning environment: experiments of field from multi-trial in medical sciences groups

Using educational games is one of the fun and effective teaching methods. The purpose of this research is to design and implement an educational gamification program in the form of blended learning models and also, evaluate it in students' learning environments and accept it from students' points of view in multi-trial groups. This research is semi-experimental in multiple groups and disciplines. The educational game was designed with the topic of addiction and was implemented in the form of blended learning models, in three groups for four years between 2019-2022. The results showed that after educational intervention, the mean score of most of the items was higher than the total average. In addition, studying and understanding concepts, supporting students in exams, creating motivation in learning, and success in lessons had the greatest impact on students' learning. The results of game acceptance in educational games were higher than average in all dimensions.

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Publication Details

Journal
International Journal of Learning Technology
Published
2025-01-01
DOI
https://doi.org/10.1504/ijlt.2025.145211
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Implementation of educational gamification in blended learning environment: experiments of field from multi-trial in medical sciences groups

Leili Mosalanejad, Mohsen Keshavarz
International Journal of Learning Technology
Educational Games and Gamification
article

Implementation of educational gamification in blended learning environment: experiments of field from multi-trial in medical sciences groups

Leili Mosalanejad, Mohsen Keshavarz
article en

Abstract

Using educational games is one of the fun and effective teaching methods. The purpose of this research is to design and implement an educational gamification program in the form of blended learning models and also, evaluate it in students' learning environments and accept it from students' points of view in multi-trial groups. This research is semi-experimental in multiple groups and disciplines. The educational game was designed with the topic of addiction and was implemented in the form of blended learning models, in three groups for four years between 2019-2022. The results showed that after educational intervention, the mean score of most of the items was higher than the total average. In addition, studying and understanding concepts, supporting students in exams, creating motivation in learning, and success in lessons had the greatest impact on students' learning. The results of game acceptance in educational games were higher than average in all dimensions.

International Journal of Learning TechnologyVol. 20(1)
Jahrom University (IR), Torbat Heydarieh University of Medical Sciences (IR)
Openalex Percentile: Top 94%
Educational Games and Gamification
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