Gamification-based learning is one of the interactive and student-centered instructional strategies that has emerged as a result of academic attempts to fulfill the needs of the current period. This method has been adopted by scholars, administrators, and teachers, and it has been applied in academic contexts. Thus, the study used an electronic gamification program to improve reading comprehension skills in Saudi first-graders. Using a gamified computer application and a reading comprehension assessment, the study achieved its goals. The sample was comprised of 46 students split into two groups. Each group had 23 students. The researchers analyzed the data using SPSS. The experimental and control groups did not differ statistically in the reading comprehension test. When comparing the experimental group's reading comprehension before and after test results, there were statistically significant changes in favor of the postmeasurement. The study suggested employing a gamified electronic application to teach English to first-graders. In addition, the findings of research which were looked at to determine whether or not the use of gamification Saudi Arabia was beneficial pointed mostly to the advantages of learning via gamification-based platforms. In addition to this, the systematic review offers helpful advice for both future researchers and practitioners.
CITATION STYLE
Fahad Alzuhair, N., & Mohammed Alkhuzaim, K. (2022). The Effectiveness of a Gamified Electronic Application in Developing Reading Comprehension Abilities among First-Grade Intermediate Students in Saudi Arabia. Education Research International, 2022. https://doi.org/10.1155/2022/7677140
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