Combining virtual learning stations with gamification and its impact on developing positive thinking in history among secondary school students | ||||
International Journal of Instructional Technology and Educational Studies | ||||
Article 2, Volume 5, Issue 4, December 2024, Page 1-13 PDF (932.65 K) | ||||
Document Type: Original Article | ||||
DOI: 10.21608/ihites.2024.287331.1185 | ||||
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Authors | ||||
doaa yousef darwesh ![]() ![]() | ||||
1PhD Curricula & Teaching Methods, Faculty of Education ,Tanta University ,Egypt | ||||
2Professor of Curricula and methods, Faculty of Education, Tanta University, Egypt | ||||
Abstract | ||||
This study investigated the impact of integrating virtual learning stations with gamification elements on fostering positive thinking skills in history education among secondary school students. A quantitative experimental design with a posttest between the experimental and control groups was employed. The experimental group (n= 30) received the intervention, which combined interactive virtual stations and gamified activities over one semester, while the control group (n= 30) received traditional instruction. Findings revealed a statistically significant difference in total positive thinking skills between the experimental and control groups, with a large effect size favoring the experimental group. Additionally, the experimental group outperformed the control group in all individual positive thinking skills, including problem-solving, self-leadership of thinking, cognitive openness, positive expectation/optimism, and accepting differences with others. The integration of virtual learning stations and gamification elements created an engaging, personalized, and multisensory learning environment that fostered positive attitudes, motivation, and essential cognitive, affective, and social-emotional competencies. This study contributes to the literature on innovative pedagogies and highlights the potential of blending technology-enhanced environments with gamification principles to cultivate positive thinking skills and empower students as lifelong learners. | ||||
Keywords | ||||
virtual learning stations; gamification; positive thinking skills; history education; secondary school students | ||||
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