The impact of a mobile application based on Gamification approach on grade 8 students’ development of achievement motivation, attitudes towards self-learning, acquisition and retention of scientific concepts in the Sultanate of Oman

Internally funded project


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Project Details

Start date: 01/11/2020

End date: 31/10/2022


Abstract

The study aims to investigate the impact of a mobile application based on Gamification approach on the development of achievement motivation, students' attitudes towards self-learning, acquisition and retention of scientific concepts in the science subject on grade 8 students. The study will adopt a semi-experimental design, using two classes from a males’ school and two classes from a females' school. In each school, one class will represent the control group, while the other will be identified as the experimental group.

A new  gamification-based mobile application, which will help to answer the research questions, will be designed by an Omani programming company. The components of the application will include two gaming levels; each level consists of 18 phases. In addition, the application will also include a user manual and a teacher guide. The program is planned to be implemented throughout 12 weeks in the first semester of the academic year 2020/2021. The achievement motivation scale prepared by Al Yousif (2016) will be adopted in this study, as well as two tools designed by the researchers; the students’ attitudes towards self-learning scale and scientific concepts test. These tools will be verified by a group of experienced validators, and the reliability will be tested through appropriate statistical procedures.


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Last updated on 2022-10-06 at 14:22