Investigating educational interventions based on gamification and synectics on creativity and its components in sixth grade elementary school students

Document Type : Research Article

Authors

1 1. Masters, Department of Educational Technology, Faculty of Educational Sciences and Psychology, Kharazmi University, Tehran. Iran

2 Assistant Professor, Department of Educational Technology, Faculty of Educational Sciences and Psychology, Kharazmi University, Tehran, Iran

3 Associate Professor, Department of Educational Sciences, Faculty of Humanities and Social Sciences, University of Kurdistan, Sanandaj, Iran

Abstract

Objective: The present study was conducted with the aim of investigating the effect of educational interventions based on gamification and synectics on the creativity of sixth-grade elementary students in Divandarreh City.
Methods: The method of the current research was quasi-experimental (pre-test-post-test design). The statistical population of the research included all sixth-grade male students of Divandarreh City in the academic year 2022-2023. The study sample was selected from among the elementary schools of the city using a random cluster sampling method. The statistical sample included 60 sixth-grade students who were randomly assigned to two experimental groups (n:30). To collect data, Torrance's visual creativity standard test was used. Educational interventions based on gamification and synectics were implemented during 12 sessions and five consecutive weeks. Data analysis was done on two descriptive and inferential levels with the help of a multivariate covariance analysis test.
Results: The findings of data analysis showed that the use of educational interventions based on gamification and innovation have a significant effect on students' creativity (p<0.05). This influence in the components of originality and elaboration has been in favor of educational interventions based on gamification, but there have been the same effects in the components of flexibility and fluency (p<0.05).
Conclusions: The results of this research show that educational interventions based on gamification have had more significant effects than synectics on increasing students' creativity, and gamification can be used as a method to cultivate and promote creativity.

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