نوع مقاله : مقاله پژوهشی
نویسندگان
1 دانشجوی دکترای مدیریت آموزشی، گروه علوم تربیتی، واحد قم، دانشگاه آزاد اسلامی، قم، ایران
2 دانشگاه تهران
3 گروه علوم تربیتی، واحد قم، دانشگاه آزاد اسلامی، قم، ایران
چکیده
کلیدواژهها
موضوعات
عنوان مقاله [English]
نویسندگان [English]
Abstract
Introduction and Objective: Gamification is one such prevalent term in education. The purpose of this study is to present a pattern for applying gamification concepts in elementary education.
Research methodology: This research is qualitative in terms of method. A semi-structured interview was used as the data collection tool in the field. The population of this study consisted of experts in the fields of gamification and education. Based on this approach, 12 experts in gamification were interviewed. To analyze the interview data and identify a model, thematic analysis was employed.
Findings: In this study, 99 core themes, 20 organizing themes, and 4 overarching themes were extracted. Overarching themes include: gamification goal analysis, production, design of gamification elements, and exploitation and implementation. The goal analysis of gamification includes eight organizing themes such as creating curiosity, enhancing skills, and active and collaborative learning. The production focuses on visual appeal and environmental tools. The design of gamification elements addresses topics such as game mechanics and dynamics, aesthetics, the impact of game elements on educational goals, and intrinsic and extrinsic motivation. Operation and implementation include the roles of administrators, teachers, their collaboration, and evaluation methods.
Discussion and Conclusion: Implementing the gamification model in Iranian primary education, despite obstacles, has a high potential for educational transformation. By creating a dynamic and motivating environment, it makes learning enjoyable and meaningful for children and reduces the gap between formal education and their psycho-emotional needs.
کلیدواژهها [English]