Gamified Stories in History Classrooms

Hanan Alshikhabobakr, Salar M. Khan, Huda Gedawy, Nehal M. Hussein, Saquib Razak
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Abstract

As the new generation is tech-savvy, we developed visuals and animations using Alice to support the learning of non-STEM school subjects. The objective of this research is to present the steps in introducing Gamified-Stories approach in school setting for students in grade 7 (n=27) and grade 9 (n=37). Furthermore, we aim to evaluate the effectiveness of this new approach in improving students’ learning and increase in interest towards the topics in the history subject. To assess student learning we used Difference-in-Difference (D-in-D) method of impact evaluation. For grade 9 we saw positive yet insignificant results, however for grade 7, results were neutral due to the limitations presented in the paper. For the students’ interest, we saw an increase in their motivation to learn more about history after the intervention, compared to the control group. Using qualitative approach, teachers’ feedback showed increased student interest in the subject during and after the intervention.
历史课堂上的游戏化故事
由于新一代精通技术,我们使用Alice开发了视觉和动画来支持非stem学校科目的学习。本研究的目的是介绍在七年级(27名)和九年级(37名)学生中引入游戏化故事方法的步骤。此外,我们的目标是评估这种新方法在改善学生的学习和增加对历史主题的兴趣方面的有效性。为了评估学生的学习,我们使用了差异中差异(D-in-D)的影响评估方法。对于9年级,我们看到了积极但不显著的结果,然而对于7年级,由于论文的局限性,结果是中性的。在学生的兴趣方面,与对照组相比,我们看到干预后他们学习更多历史知识的动机有所增加。采用定性方法,教师的反馈表明,在干预期间和之后,学生对该学科的兴趣有所增加。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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