THE EFFECT OF GAMIFIED DIGITAL TOOLS ON CREATIVE THINKING DEVELOPMENT IN PRIMARY SCHOOL STUDENTS: AN EXPERIMENTAL STUDY

This study examines the effect of gamified digital tools on the development of creative thinking in primary school students. An experiment was conducted with an experimental group, which engaged in a structured sequence of gamified creative tasks, and a control group, which followed the standard curriculum. Creative thinking was assessed before and after the intervention using indicators of fluency, flexibility, originality, and elaboration. The results indicate that structured use of gamified digital tools is associated with measurable gains in students' creative thinking, particularly in originality and flexibility.

Authors

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-09-21
DOI
https://doi.org/10.5281/zenodo.22876460
Primary Topic
Educational Games and Gamification
Type
article
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article

THE EFFECT OF GAMIFIED DIGITAL TOOLS ON CREATIVE THINKING DEVELOPMENT IN PRIMARY SCHOOL STUDENTS: AN EXPERIMENTAL STUDY

Akmalova.G.
Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

THE EFFECT OF GAMIFIED DIGITAL TOOLS ON CREATIVE THINKING DEVELOPMENT IN PRIMARY SCHOOL STUDENTS: AN EXPERIMENTAL STUDY

Akmalova.G.
article en

Abstract

This study examines the effect of gamified digital tools on the development of creative thinking in primary school students. An experiment was conducted with an experimental group, which engaged in a structured sequence of gamified creative tasks, and a control group, which followed the standard curriculum. Creative thinking was assessed before and after the intervention using indicators of fluency, flexibility, originality, and elaboration. The results indicate that structured use of gamified digital tools is associated with measurable gains in students' creative thinking, particularly in originality and flexibility.

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 5%
Educational Games and Gamification
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