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.

10.30497/esi.2024.245966.1752

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.

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