The Impact of Conceptual Learning in Quran Education Based on Escape Room Game on Elementary School Students' Academic Engagement

Document Type : Scholarly Article

Authors

1 M.A in Elementary Education, University of Arak, Arak, Iran.

2 Assistant Professor of the Department of Educational Sciences, Arak University, Arak Iran .

3 Assistant Professor of the Department of Educational Sciences, Arak University, Arak Iran.

Abstract

The aim of the present study was to investigate the impact of conceptual learning in Quran education based on the escape room game on the academic engagement of third-grade elementary school students. The research method was a semi-experimental pretest-posttest design with a control group. The statistical population of the study included all male third-grade elementary school students in Arak city during the academic year 2022-2023. The convenience sampling method was used to select the sample. Accordingly, 48 students from the third-grade elementary school were selected, and then the selected sample was randomly assigned to experimental (24 students) and control (24 students) groups. Data were collected using the Reeve Academic Engagement Questionnaire (2013). The experimental group received training on the third-grade Quran education using the escape room computer game in 6 sessions, while the control group received conventional training. Descriptive statistical methods (measures of central tendency and dispersion) and inferential statistics (independent t-test and analysis of covariance) were used for data analysis. The findings indicated a significant difference in academic engagement between the experimental and control groups after adjusting pretest scores. Therefore, the results of this study suggest the positive role of using innovative  technologies in increasing students' academic engagement in Quran education, proposing the incorporation of gamified conceptual learning into the Quran curriculum in the elementary education department.

Keywords

Main Subjects


Aghveranluei M, Aliabadi K, Pourroostaei Ardakani S.(2021). The impact of educational computer games produced on academic engagement of boy students in first grade of secondry high school in Tehran. Educ Strategy Med Sci; 14 (3) :139-150. [In Persian].
Al Ghifary, D. H., Subroto, W. T., & Mustaji, M. (2024). Development of Digital Comic Interactive Media Toward Primary Students' Understanding of Concepts. IJORER: International Journal of Recent Educational Research, 5(1), 117-127.
Ang, J. W. J., cai, sh.. Ng, Y. N. A., & Liew, R. S. (2023). Physical and digital educational escape room for teaching chemical bonding. Journal of Chemical Education, 97(9), 2849-2856.
Aubeux, D., Blanchflower, N., Bray, E., Clouet, R., Remaud, M., Badran, Z., & Gaudin, A. (2020). Educational gaming for dental students: Design and assessment of a pilot endodontic‐themed escape game. European Journal of Dental Education, 24(3), 449-457. 10.1111/eje.12521
Barghamadi, S & Yafedian, N. (2019). The effect of teaching using multimedia systems on motivation and math anxiety of seventh grade students. (Master's thesis). Shahid Rajaee Tarbiat University, Tehran, Iran. [In Persian].
Dawson, K., Zhu, J., Ritzhaupt, A. D., Antonenko, P., Saunders, K., Wang, J., & Lombardino, L. (2021). The influence of the multimedia and modality principles on the learning outcomes, satisfaction, and mental effort of college students with and without dyslexia. Annals of Dyslexia, 71, 188-210.
Dehghanzadeh, H, Fardanesh, H, Hatami, J, & Talai, E. (2019). The effect of gamification-based e-learning on the academic engagement of English language learners. Journal of Education and Learning Studies, 12(1), 277-295. [In Persian].
Faqihi, A; Alamkhah, M; Rahimi, A & Natghi, F. (2021). Examining the status of Quran education in elementary school and presenting the ideal model. Quarterly journal of research on Islamic education issues. 29(51), 159-180. [In Persian].
Franco, P. F., & DeLuca, D. A. (2019). Learning through action: Creating and implementing a strategy game to foster innovative thinking in higher education. Simulation & Gaming, 50(1), 23-43. 10.1177/1046878118820892
Friedrich, C., Teaford, H., Taubenheim, A., Boland, P., & Sick, B. (2019). Escaping the professional silo: an escape room implemented in an interprofessional education curriculum. Journal of interprofessional care, 33(5), 573-575. 10.1080/13561820.2018.1538941
Garwood, J. (2020). Escape to learn! An innovative approach to engage students in learning. Journal of Nursing Education, 59(5), 278-282. 10.3928/01484834-20200422-08
Gómez-Urquiza, J. L., Gómez-Salgado, J., Albendín-García, L., Correa-Rodríguez, M., González-Jiménez, E., & Cañadas-De la Fuente, G. A. (2019). The impact on nursing students' opinions and motivation of using a “Nursing Escape Room” as a teaching game. A descriptive study. Nurse education today, 72, 73-76. 10.15766/mep_2374-8265.10868
Guckian, J., Sridhar, A., & Meggitt, S. J. (2020). Exploring the perspectives of dermatology undergraduates with an escape room game. Clinical and Experimental Dermatology, 45(2), 153-158 10.1111/ced.14039
Haghighat panah, A., Esteki, M., & moghaddam, K. (2019). impact of video games on creativity and spatial perception preschoolers. The Journal of New Thoughts on Education, 15(3), 229-256. [In Persian].
Haghighat panah, A., Esteki, M., & Moghaddam, K. (2019). impact of video games on creativity and spatial perception preschoolers. The Journal of New Thoughts on Education, 15(3), 229-256. 10.22051/jontoe.2019.14586.1726.
Healy, K. (2019). Using an escape-room-themed curriculum to engage and educate generation Z students about entomology. American Entomologist, 65(1), 24-28. 10.1093/ae/tmz009
Heim, A. B., Duke, J., & Holt, E. A. (2022). Design, discover, and decipher: student-developed escape rooms in the virtual ecology classroom. Journal of Microbiology & Biology Education, 23(1), 15-22.
Jambhekar, K., Pahls, R. P., & Deloney, L. A. (2020). Benefits of an escape room as a novel educational activity for radiology residents. Academic Radiology, 27(2), 276-283. 10.1016/j.acra.2019.04.021
Karimzadegan M, D., Taleban, F., & Vahdat, D. (2017). Effectiveness Evaluating of E-Learning on Memorizing and Reading the Quran by Self-Made Multimedia Software on Students. Technology of Education Journal (TEJ), 11(4), 359-370. [In Persian].
Keyhan, J. (2020). The Effectiveness of computer-based puzzle game on the Accuracy, Speed, Learning and stability of learning mathematics among secondary school students in the Salmas city. The Journal of New Thoughts on Education, 16(3), 167-189. 10.22051/jontoe.2020.17731.1991
Kuba, R., Rahimi, S., Smith, G., Shute, V., & Dai, C. P. (2021). Using the first principles of instruction and multimedia learning principles to design and develop in-game learning support videos. Educational Technology Research and Development, 69(2), 1201-1220.
Moradi, R., & Arasteh Saleh Kohi, M. (2023). Enriching the learning Environment based on Mobile Technologies and Investigating its Impact on Students' learning and Academic Engagement in Chemistry. New Educational Approaches  , 18(1), 47-66. . [In Persian].
Morrell, B. L., Eukel, H. N., & Santurri, L. E. (2020). Soft skills and implications for future professional practice: Qualitative findings of a nursing education escape room. Nurse Education Today, 93) 10(,44-62. 10.1016/j.nedt.2020.104462
Neslihan, U., & Cagan ,B.(2020). Impact of teaching topics of equality and equation with scenarios on 7th graders’ mathematical achievement and mathematical motivation. Educational Research and Reviews, 15(7), 354-369.
Noroozi, M., & Faghfuri Bilandi, A. A. (2023). Social Harms of Incorrect Methods of Teaching the Qur’an (a case study of textbooks for the Ministry of Education). Applied Research in the Field of Quran and Hadith, 2(4), 110-140. [In Persian].
Piri, M., & Shahi, R. (2016). Effects of multi-media teaching on academic engagement of sixth grade learners of nomadic multi-grade classes in science course. Technology of Education Journal (TEJ), 10(4), 281-289. [In Persian].
Prieto, F., Jeong, J. S., & Gómez, D. (2021). An online-based edu-escape room: A comparison study of a multidimensional domain of PSTs with flipped sustainability-stem contents. Sustainability, 13(3), 1032.
Reeve, J. (2013). How students create motivationally supportive learning environments for themselves: The concept of agentic engagement. Journal of educational psychology, 105(3), 579.
Saleh Alabdulaziz, M. (2023). Escape rooms technology as a way of teaching mathematics to secondary school students. Education and Information Technologies, 1-26. 10.1007/s10639-023-11729-1
Slamet, T. I., Setyosari, P., Oktaviani, H. I., & Wedi, A. (2020). Incorporating Flat Design Element in Multimedia Learning to Foster Motivational Engagement (ARCS). Journal of Education and Human Resources, 1(1).
Soewardini, H. M. D., Meilantifa, M., & Sukrisno, H. (2018,). Multimedia learning to overcome anxiety and mathematics difficulty. In IOP Conference Series: Materials Science and Engineering
von Kotzebue, L., Zumbach, J., & Brandlmayr, A. (2022). Digital escape rooms as Game-Based learning environments: A study in sex education. Multimodal Technologies and Interaction, 6(2), 8.18 10.3390/mti6020008
Werdiningsih, T., Triyono, M. B., & Majid, N. W. A. (2019). Interactive multimedia learning based on mobile learning for computer assembling subject using the principle of multimedia learning (Mayer). International Journal of Advanced Science and Technology, 28(16), 711-719.
Zhu, J., Dawson, K., Ritzhaupt, A., & Antonenko, P. P. (2020). Investigating how multimedia and modality design principles influence student learning performance, satisfaction, mental effort, and visual attention. Journal of Educational Multimedia and Hypermedia, 29(3), 265-284