Document Type : Research Paper
Author
Assistant Professor of Education science, payame noor university, Tehran,Iran
Abstract
The purpose of this research is the effect of gamification on memory, academic vitality and the teaching and learning process in senior female students of Allameh Tabatabai University in Tehran. This research is applied in terms of purpose and survey in terms of descriptive method. The statistical population of the research was all senior female students of Allameh Tabatabai University of Tehran (management majors), of which 305 people were selected as the sample size by simple random sampling. The data collection tool was a standard questionnaire. The content validity of the questionnaire was confirmed by a group of experts. Also, in order to check the validity of the structure, three indices of composite reliability, extracted mean variance and factor load were used, and to measure reliability and reliability, Cronbach's alpha coefficient was used using SPSS26 software, which was calculated to be more than 0.7. The results of the research with PLS software show that the use of gamification methods can improve the memory and academic vitality of students and also improve their teaching and learning process. These findings show that gamification can be used as an effective tool to improve students' academic performance.
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