Document Type : Research Paper
Authors
1 kharazmi university
2 Educational technology, psychology and education, Tehran, Iran.
3 Kharazmi University, Psychology and Education, Instructional Technology, Tehran, Iran
Abstract
The purpose of the present study was to investigate the impact of gamification on the self-directed learning ability of sixth-grade male students in mathematics. This research had an applied objective and utilized a quasi-experimental method with a pretest-posttest design including a control group. The data collection tool was Fisher's self-directed learning questionnaire. The statistical population included all sixth-grade students in Joybar city in 2023-2024. Using the convenience sampling method, 36 students were selected from two schools in Joybar city and randomly assigned to two experimental and control groups of 18 students. The experimental group engaged in learning in a gamified environment for 8 45-minute sessions. Descriptive statistics and analysis of covariance were used to analyze the data. The findings showed that the mean scores of students' self-directed learning ability in the gamified group had a significant increase of .19 compared to the control group. Additionally, the results of analysis of covariance indicated that gamification had a significant effect on self-directed learning (f=47.6, sig=.016), self-management component (f=41.7, sig=.01), motivation in learning (f=61.3, sig=.066), and self-control (f=25.11, sig=.002). The results showed that the use of gamification has a positive impact on the self-directed learning ability of sixth-grade male students in math class and on all three components of self-directed learning ability, including self-management, self-control, and motivation in learning.
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