The effectiveness of Education design based on gamification on students' motivational strategies and social skills
The purpose of the research was to determine the effectiveness of gamification-based education design on students' motivational strategies and social skills in work and technology courses. The research was semi-experimental with a pre-test-post-test design with a control group. The statistical population of this research included all seventh-grade male students in the 18th district of Tehran, who were studying in the academic year 1400-1401. The sample consisted of 44 students who were selected in a staged cluster method and then randomly replaced in the experimental and control groups. To collect data, the researcher-made motivational strategies scale (RMMSQ) was used by research researchers, and the social skills scale (MESSY) by Mattson (1983). Finally, the data were analyzed using multivariate covariance analysis. Findings showed that by controlling the effect of the pre-test, there was a significant difference between the post-test of the experimental and control groups in motivational strategies and social skills (P<0.001). Therefore, it can be concluded that the education design based on gamification was effective on the research variables in work and technology lessons.
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