Gamification is one of the most significant modern trends in educational technology. The present study aims to identify the effectiveness of gamification of web-based learning on academic achievement and creative thinking among primary school students. A learning environment was designed based on gamification of web-based learning. A quasi-experimental approach was utilized to identify the effect of the independent variable, gamification, on the dependent variables, academic achievement and creative thinking among participants. An academic achievement test and the Torrance test of creative thinking were applied to the participants. Results revealed that there was a statistically significant difference between the means of scores of the experimental and control groups in the post-test academic achievement test and the Torrance test of creative thinking in favor of the experimental group. This suggests a high level of academic achievement and creative thinking after using gamification. The study recommends training in-service teachers in the use of gamification for web-based teaching of English.
Keywords: Gamification of web-based, Learning, Academic achievement, Creative thinking.
Received: 22 April 2019 / Revised: 24 May 2019 / Accepted: 27 June 2019/ Published: 30 August 2019
This study contributes to the existing literature that deals with gamification and the possibility of employing it to improve student academic achievement. It also tackles its effectiveness in improving student creative thinking, a subject that very few studies have covered.
Because of the technological revolution, educators are constantly seeking to update and improve the educational system at all levels. They also must apply modern teaching methods to help the educational system keep pace with challenges and updates by developing goals and improving the outcomes.
The first documented use of the term ‘gamification’ was in 2008. However, it was not widely used until 2010 when administration and human development in some American companies adopted it as a staff motivation tool (Park and Bae, 2014; Alshorouky, 2016).
This strategy is based on the self-determination theory developed by Deci and Ryan (2002). It relates to the innate psychological need for self-development, and the impact of the environment on self-motivation. In essence, competence seeks to achieve mastery. There are other concerns related to connection, interaction, the experience of caring for others, autonomy concerning the need to create alternatives, and a lack of independence.
Gamification means applying gaming principles to non-game contexts to improve program users’ engagement. It is not a game, but a meaningful process that utilizes game principles and ideas to develop interaction in many areas. It employs a set of concepts: motivation, work, feedback, loyalty, cooperation, and competence on the part of participants. It is inclusive in the sense that it requires interaction with many fields such as psychology, computer science, video gaming, and marketing (Deterding et al., 2011; Zichermann and Linder, 2011; Swan, 2012).
The authors (Kim, 2000; Kapp, 2012; Adina et al., 2015; Dicheva et al., 2015) highlighted many features of the gamification of web-based learning and interactive learning environments, as follows:
Lee and Hammer (2011) reported that gamification of learning enhances educational awareness, provides useful enrichment information, increases productivity, creates a healthy competitive spirit, and motivates life-long learning on the part of learners. It helps the teacher monitor learners’ progress and give the appropriate feedback.
Fathy (2017) highlighted the features of e-games that utilize many audio and visual effects. Consequently, learning becomes more sustainable and effective. In addition, they enhance the students’ learning motivation because playing is a natural tendency among learners. Such games can motivate the learner to learn the topics they had thought were undesirable.
E-Learning Africa Conference (2016) addressed gamification for distinguished learners, theories and principles of gamification, and examples of using gamification in e-learning for distinguished learners.
Because of the importance of gamification for learning, many studies that reported on its effectiveness including Alshorouky (2016); Aloteby (2018); Abosaif (2017); Qarny and Abosaif (2017); Alqahtany (2017); Mejia (2013) and Sauerland et al. (2015).
To conclude, the gamification of web-based learning is highlighted because it applies game principals and e-design techniques, makes real world activities more exciting, and transfers game mechanics to other contexts for problem solving and level improvement. It is based on grasping the mechanisms, characteristics, and elements that make for a good game, as well as scrutinizing players’ behavior. Thus, it aims to make activities (beyond the game scope) more fun and exciting.
No studies, to the author’s knowledge, were conducted on applying gamification of web-based learning to primary school students.
Thus, a study shall be conducted to investigate the effectiveness of the gamification of web-based learning in the teaching of English and on the achievement of primary school students.
Creative thinking, like reading and writing, is one of the most important skills acquired and developed by students based on environmental conditions that enrich knowledge and skills. Students can improve their creative thinking if the circumstances are appropriate and they are exposed to various activities that support higher-order thinking skills (Weleler et al., 2002).
It can be improved based on training, learning, and practice in curricula or training programs that help develop thinking skills, in general, and creative thinking skills.
Therefore, more attention shall be paid to the methods of creative thinking improvement by utilizing modern technology that helps improve thinking among the students, instead of dictation and the citing of information as crude facts by the teacher (Alfar, 2002; Mubarez and Ismaiel, 2010).
Because creative thinking can be improved through games, students absorb many facts and concepts that improve their abilities and talents (Zahlouq and Aboelkhier, 2010). According to Qatamy (2008) creative thinking is a distinctive human mental activity resulting from the interaction of mental factors, and which introduces the capacity to devise innovative solutions to theoretical or practical problems in any field.
Karwowski et al. (2010); Qatamy (2007); Beghetto (2007) and Qatamy and Qatamy (2001) highlighted the importance of creative thinking, as follows:
According to Ahmed (2012) creative thinking development in the classroom helps:
Loveless (2000) reported that without the ability to think creatively, students complain about the weakness of their basic life skills.
Because of its importance as an educational product, many studies have investigated the effectiveness of some methods and strategies intended to improve creative thinking among the students at the different stages of development (Alkhawalda and Abdulaziz, 2012; Shamri, 2012; Abdelhamid, 2014; Sriwongchai et al., 2015; Alawalma et al., 2016; Sandro, 2016; Widiana and Jampel, 2016) and Ibrahim (2012). All reported the positive impact of applied methods and strategies on creative thinking.
English is one of the most important subjects because it is the means of communication in the work environment and a means of acquiring knowledge. Makahly (2015) and Mejaly (2008) argued that English is a difficult subject to teach, attributing this to the methods of teaching employed and a shortage of learning opportunities for students.
Reviewing the English test scores of 93 primary school students revealed that 52 or 55.91 percent achieved a score under 50 percent. Additionally, the author examined the performance of eleven English language teachers and found that eight of them utilized traditional teaching methods and performance indicators that do not mesh with the philosophy and objectives of the curriculum.
It is in consequence of these findings that this study will attempt to quantify the effectiveness of the gamification of web-based learning in the teaching of English, and in improving academic achievement and creative thinking among primary school students.
1.1. Issue and Objectives
The study is primarily concerned with addressing the issue of low achievement by primary school students in the study of English. Teaching strategies and programs in which the content is offered in an attractive and engaging way would seem to be one possible, positive approach. Such programs could enhance the motivation of students towards English by creating a learning environment that combines competition with fun, while linking learning to real life experience, and improving students’ technological competencies. The study seeks to address the issue by posing two questions:
1.2. Significance
1.3. Limitations
1.4. Hypotheses
1.5. Definition of Terms
The skills, namely fluency, flexibility, and originality are measured by:
2.1. Gamification of Learning
Gamification means applying game mechanisms in a non-game scenario (Kapp, 2012). (Kim and Lee, 2015) argued that it means employing game elements to motivate students to learn and to make learning more fun. Nicholson (2015) contended that it means the application of grading items (points, levels, achievements) to a task or educational context. Huotari and Hamari (2012) defined gamification as using gaming principles and thinking in non-game contexts to promote behavior and application of these principles (not the game itself) and game thinking (where the idea is generated from game design and interaction) in a non-game environment (non-profit).
The author concludes that gamification means employing game principles in different life situations to make the real world more interactive, such as escaping a dull learning environment, and a series of lessons designed to explain the transfer of the subject matter into a fun game. In the educational context, gamification can influence student behavior and trigger the desire to attend classes while focusing on useful tasks and taking the initiative.
2.2. Difference between Game-Based Learning and Gamification-Based Learning
BunchballInc (2010) and Simoes et al. (2011) reported that gamification-based learning employs game principles and techniques (including awards, badges, points, tasks, and achievement), while educational games adopt a comprehensive form of the game. According to Zichermann and Cunningham (2011) there are four player types:
2.3. Reward Mechanism
Glover (2013) reports that the basic mechanism for gamification for learning is that learners perform the task based on accumulation of points, moving to other levels, and gaining awards. All these procedures aim to achieve previously established educational goals. Thus, training mechanisms depend on defining the goals, knowledge, and skills to be obtained. These mechanisms are:
2.4. Importance of Employing Web-Based Gamification in Education
Web-based gamification is the use of game mechanisms and principles in an e-learning environment based on modern information and communication technology by creating appropriate conditions for gamification, processing students' data and progress, and creating detailed reports (Kiryakova et al., 2014).
It can be used to define certain behaviors that can benefit education (Muntean, 2001). Kapp (2012) notes that using gamification in web-based learning has increased because employing game elements (time, accuracy, and grading) motivates users to achieve the desired objectives. They also help improve thinking skills and e-learning, and the content can be accessed at anytime and anywhere.
Hsin-Yuan and Soman (2013); Johnson et al. (2012) and Rashid (2006) report that gamification of web-based learning can be used for activating students' responses in class, illustrating complex concepts, and conducting formative evaluations.
So, many studies have been conducted and reported on the effectiveness of the gamification of web-based learning. Alqahtany (2017) investigated the effectiveness of a gamification-based interactive educational environment on immediate and postponed achievement among secondary school students and their attitudes towards them. Results revealed that there was a statistically significant difference in students' immediate and postponed achievement in English, favoring the group to which gamification was applied.
Alhefnawy (2017) examined the impact of using gamification-based electronic activities to improve standards of mathematical conception among deaf students with learning difficulties. The study reported favorably on the effectiveness of these activities.
Mitchell et al. (2017) examined the impact of gamification of learning on motivation. The study employed software based on gamification and interactive mechanisms. It recommended supporting the educational use of gamification.
Tan and Hew (2016) evaluated the impact of gamification and its components on a traditional learning environment. Although the results reported increased student participation, they did not reveal a better level of cognitive development.
Lister (2015) studied the impact of gamification in improving motivation and achievement at the post-secondary level. The study utilized points, leaderboards, and badges into non-game contexts. It concluded that using game motivation greatly improved motivation and achievement.
Su and Cheng (2015) explored the impact of a mobile gamification learning system for improving the learning motivation and achievement among fourth-grade students in Taiwan, and concluded the strategy was effective.
Landers (2014) applied gamification principles to distance learning courses using leaderboard and points to enhance contributions in blackboard environment. Results revealed the effectiveness of gamification in promoting motivation, participation, and academic skills.
Buckley and Doyle (2014) reported the effectiveness of using gamification elements in e-learning and distance education. The study recommended improving users’ motivations and positive contributions to the educational process using gamified learning.
Mejia (2013) reported that using gamification in digital applications helped to engage and attract learners because of its availability anytime and anywhere. Additionally, these applications can be linked to social media to maximize the benefit of gamification.
Barata et al. (2013) illustrated the impact of using gamification on the effectiveness and contribution of students in an engineering course. The study showed that gamification motivates students to contribute. Gamification in learning relies on clear goals and rewards, so influencing educational achievement and creating new learning opportunities. By integrating gamification into serious learning and complicated courses, learners promote motivation and acquire new educational behaviors.
2.5. Steps of Applying Gamification of Web-Based Learning to Education
Simoes et al. (2011) and Hsin-Yuan and Soman (2013) reported that to correctly apply gamification to learning, a set of steps and procedures that reflect a deep analysis of the situation, available software, and basic steps should be adopted, as follows:
3.1. Method
The study adopted a quasi-experimental approach to evaluate the effectiveness of gamification of web-based learning in academic achievement and creative thinking among primary school students. It selected two equal groups. While the control group was taught in the traditional method, the experimental one was taught using a gamification-based educational environment. Then, it pre-tested and post-tested an achievement test and a Torrance test of creative thinking among the participants.
3.2. Sampling
The sample comprised 60 primary school students in the academic year 2016/2017; 30 students in the control group taught by the traditional method, and 30 taught by gamification of web-based learning.
3.3. Procedures
The following section displays these procedures:
i. Design of gamification of web-based learning:
The author proposed a model to be applied to the design of the gamification of web-based learning due to the lack of a model for this environment, as follows:
ii. Design: Design of gamification of web-based learning:
The content of the “My Language" course was distributed to merge gamification into lessons. Each lesson represents a level. At the end of the level, the teacher runs a formative assessment and educational activities in which the learner receives points. If their points are less than the established percentage, the lesson is given again. By exceeding the established points, the student moves to the next level until they reach the top. Thus, the author applied the clearest and easiest parts first so as to be easily understood, and to motivate the student. In preparing the content, the author used language that was clear and devoid of errors.
In addition, the author designed and prepared some elements to be applied to the gamification of the learning program, namely:
iii. Designing classdojo website:
Figure-1. Classdojo website, the first page that appears for the user to register or sign up.
Source: www.classdojo.com.
Figure-2. Classdojo homepage appears after registration or signing up and includes several main icons to move to other pages.
Source: www.classdojo.com.
3.4. Measurement Tools
i. Academic achievement test:
ii. The Torrance test of creative thinking: The author utilized Torrance to measure the creative thinking scores of the participants. It comprises two sections:
3.4.1. Section 1 is taken from the Minnesota Tests of Creative Thinking. It covers four Sub-Tests
3.4.2. Section 2: Barrons Test of Anagrams
The student is asked to form new and meaningful words from the letters given, but a letter can be used only once in the same word.
3.5. Test Grading
The student receives four scores for each test, as follows:
3.5.1. Validity
The author calculated internal validity that equaled 0.86- 0.95, suggesting that it is very high.
3.5.2. Reliability
The author applied Cronbach's alpha to estimate reliability and found out that the reliability coefficient of the test was 0.82, suggesting highly reliability.
Table-1. Significance of differences between the means of scores of the students of the control and experimental groups in the post- achievement test.
Group |
Number |
Means |
Standard deviation |
T-value |
Freedom degree |
T significance |
Eta Square |
Effect size |
Experimental |
30 |
28.80 |
1.26 |
4.25 |
28 |
Significant at the level of 0.01 |
0.92 |
High |
Control |
30 |
23.40 |
4.75 |
Source: The data was obtained by calculating the mean, standard deviation, t-value, freedom degree, t significance, Eta Square, and effect size.
Table 1 shows that there was a high difference between the scores of the students of the control and experimental groups in the post-achievement test at the significance level of 0.01 in favor of the experimental group. Consequently, the first hypothesis is verified, and the first question is answered. The effect of the size of the independent variable (gamification of web-based learning) on the dependent one (creative thinking) was high, suggesting the effectiveness of gamification of web-based learning in English language by the level of achievement among the primary school students. Consequently, the first question is answered.
This result matches the findings of Alhareshy (2018); Alhefnawy (2017); Alqahtany (2017); Lister (2015); Su and Cheng (2015) and Barata et al. (2013) regarding the effectiveness of gamification of learning in improving achievement. It differs from Tan and Hew (2016).
Table-2. Significance of differences between the means of scores of the students of the control and experimental groups in the post-test of Torrance test of creative thinking.
Group |
Number |
Means |
Standard deviation |
T-value |
Freedom degree |
T significance |
Eta Square |
Effect size |
Experimental |
30 |
18,77 |
2.96 |
4.29 |
28 |
Significant at ( 0.01 ) |
0.95 |
High |
Control |
30 |
13.55 |
1.37 |
Source: The data was obtained by calculating the mean, standard deviation, t-value, freedom degree, T significance, Eta Square, and Effect size.
Table 2 shows that there was a high level of difference between the scores of the students in the control and experimental groups in the post-test of the Torrance test of creative thinking at the significance level of 0.01 in favor of the experimental group. Consequently, the second hypothesis is verified, and the second question is answered. The effect of the size of the independent variable (gamification of web-based learning) on the dependent one (creative thinking) was high, suggesting the effectiveness of gamification of web-based learning in teaching English on creative thinking among primary school students.
This result matches the findings of Landers (2014) regarding the effectiveness of gamification of learning on the development of academic skills.
The author argues that the excellence of the experimental group students in achievement and creative thinking results from gamification of web-based learning that assisted the understanding of learning aspects, their application to various questions, and the mastering of creative thinking skills. Gamification of learning helps promote learning motivation and makes the educational process more fun. Student participation in the website’s activities include higher-order thinking, cooperation, communication, and problem-solving that improves academic achievement. Utilizing multi-media technology to provide the content addresses the senses of the student. Giving feedback, systematic follow-up, and instant evaluation of students’ responses, while applying skills and sending comments and attachments via the website fulfills the website’s tasks and assignments leading to improved performance by learners. Additionally, the availability of the content at all time enables the students to follow up and revise lessons independently and promotes self-learning.
Using the Classdojo website concerning gamification makes education more fun. Utilizing the activities and tests on the educational website helps the student study the course well and search for further information on the internet and the digital library of the site. Consequently, creative thinking is promoted.
The website gives students the opportunity to participate in the content and educational activities as they become active participants in learning, positively influencing their performance. Building positive communication and cooperative relationships among the participants resulted in experience exchange, problem-solving skills, independence, and competitiveness.
The Study Recommends:
6.1. Further Research
Based on the results of the present study, the following further research is recommended:
Funding: This study received no specific financial support. |
Competing Interests: The author declares that there are no conflicts of interests regarding the publication of this paper. |
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