Presenting a Model of Gamification of Religious Education in Elementary School

Document Type : Scholarly Article

Authors

1 Ph.D student of Curriculum Planning, Islamic Azad University, South Tehran branch, Tehran, Iran.

2 Assistant Professor of the Department of Curriculum Planning, Islamic Azad University, South Tehran Branch, Tehran, Iran.

3 Assistant Professor of the Department of educational management, Islamic Azad University, South Tehran branch, Tehran, Iran.

Abstract

The current research was conducted with the aim of presenting a model of gamification of religious education in elementary school. The research method was a combination of two exploratory and sequential methods. The participants in this research in the qualitative part were 11 university experts and curriculum managers, and in the quantitative part, there were 2,284 assistants and educators of the 19 districts of Tehran. In the qualitative part, targeted sampling and based on the principle of saturation, and in the quantitative part using Cochran's formula, a sample size of 330 people was sampled by stratified random method. The data collection tool in the qualitative part was a semi-structured interview, and in the quantitative part, a closed questionnaire was developed based on the results of the qualitative part. Validity and reliability in the qualitative part were confirmed by checking the validity, transferability, trust and confirmation and calculating the stability and repeatability indices. In the quantitative part, construct validity and reliability were checked by calculating Cronbach's alpha. Data analysis was done in the qualitative part by thematic analysis based on Atride-Sterling approach and in the quantitative part, the first and second order factor analysis was done using structural equation modeling in the form of Lisrel software. The findings of the qualitative part showed that the gamification model of religious education has 35 basic themes and 6 organizing themes, including goals, sources of narration, axes of narration, game components, design and personalization. The few sections showed that the fit of the mentioned model is suitable. The results of the research show that gamification is a suitable tool to be used in the religious education of elementary school students, and based on the identified themes, it is possible to design a game in this direction.

Keywords

Main Subjects


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