The effectiveness of using an innovative application based on a gamification approach on the level of engagement of eighth grade students in the Sultanate of Oman

Section: Research Paper
Published
Jun 24, 2025
Pages
652-683

Abstract

Abstract: The study aimed to determine the impact of teaching using a mobile application based on the gamification approach on student engagement in learning, among eighth-grade students in The Sultanate of Oman. To achieve the studys objectives, the study adopted a quasi-experimental method based on the design of the control and experimental groups and the pre and post-application. The study sample consisted of 124 students in the eighth grade, divided into 62 in the experimental group and 62 in the control group. A mobile application named (Dr. Science) was also designed based on the gamification approach for the experimental group. A learning engagement scale was also used, which had a reliability coefficient of (0.88). The quantitative data showed statistically significant differences in the post-application between the control and experimental groups attributed to the teaching method in favour of the experimental group. The study also found no statistically significant effect of the interaction between the teaching method and the social type variable in the post-application of the learning engagement scale. The study recommends directing science teachers toward the importance of designing game-based applications based on the principles of gamification approach to achieve higher levels of student engagement in learning in general.

Download this PDF file

Statistics