Difference Effect of Gamification Elements in E-Learning Environment to Develop Higher Thinking Skills in Digital Skills Curriculum for Fifth Grade Primary School Students In Jeddah.

Authors

University of Jeddah

Abstract

The research aimed to measure the impact of different gamification elements in the e-learning environment and their effect on developing higher-order thinking skills among fifth-grade female students in Jeddah. The researchers employed a quasi-experimental design with a single experimental group, utilizing pre- and post-tests to assess the influence of the independent variable, gamification elements (levels), on the dependent variable, higher-order thinking skills. The research tool consisted of an achievement test that included higher-order thinking skills such as analysis, evaluation, and innovation. The sample comprised 20 randomly selected fifth-grade female students from the experimental group. The results indicated statistically significant differences at a significance level of 0.01 for the experimental group (which utilized levels as a gamification element) in developing higher-order thinking skills between the pre- and post-test results, favoring the post-application. The researchers made several recommendations, including the necessity for teachers to employ gamification technology in teaching digital skills across all educational stages.

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