The Effect of Training Using Gamification on Students' Academic Engagement

Document Type : Research Article


1 Assistant Professor, Department of Educational Sciences, Faculty of Humanities, Arak University, Arak, Iran

2 Master of Educational Technology, Faculty of Humanities, Arak University, Arak, Iran


Objective: The purpose of the present study was to investigate the effect of training using gamification on students' academic engagement of undergraduate students of Arak University 2017-2018.
Method: The research method was quasi-experimental with pre-test and post-test with control group. The statistical population included all students of educational sciences of Arak University in the academic year 2017-2018, from which 28 subject were selected as Convenience Sampling and were randomly distributed in the control and experimental groups. Friedrichs et al.'s (2004) academic achievement questionnaire was used to collect the required data. Photoshop tutorial designed by researchers was also used for training. Data were analyzed using descriptive statistics including mean and standard deviation and inferential statistics including ANCOVA.
Results: The findings showed that education by using gamification had no significant effect on academic engagement and its subscales (behavioral, emotional and cognitive).
Conclusion: According to the findings of this study using gamification has not been very effective in increasing students' academic engagement.


Main Subjects

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