Compilation of the Framework for the Gamification of Religious Education with a Task-oriented Approach

Document Type : Scholarly Article

Authors

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

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

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

Abstract

The present study was conducted with the aim of developing a framework for gamification of religious education with a task-oriented approach. The research method is qualitative based on the systematic approach (Strauss-Corbin). Research data were collected through semi-structured interviews with academic experts and curriculum managers. The researcher understood theoretical saturation in the 11th interview. After analyzing the data in three stages of open, central and selective coding, the paradigm model of the research was presented. In this model, the causal factors are: the ineffectiveness of traditional education, neglecting religion, government requirements, improving the effectiveness of education, neglecting individual differences. Background factors include: updating of education, increasing tendency towards computer games, requirements of education and training, willingness of teachers to use new methods, existence of similar patterns. the central phenomenon; Enhancing religious education with a task-oriented approach and the strategies in this field include: the use of religious sources in storytelling, the use of Islamic art and religious symbols in design, determining financial resources, determining the content of religious education, consulting with experts, training teachers, and modifying the attitude of families. Intervening factors include: high cost, complex coordination, weak infrastructure, lack of transparency in the approach and finally; The consequences are: moral entertainment, duty-oriented, religious and practical monotheism, purity of intention, religious awareness and knowledge, self-improvement, strengthening independence, strengthening motivation, responsible interaction with society. It is worth mentioning that the validity and reliability of the research findings were confirmed by referring to the opinions of experts and the calculation of relevant indicators. The results of this research, while emphasizing the need to use new educational methods regarding the religious education of students, introduces the game-based strategy in this field, and by emphasizing causal and contextual factors, the necessary strategies to achieve a comprehensive framework to achieve It introduces the gamification of religious education with a task-oriented approach, which can be expected to achieve this goal according to these strategies and also considering the intervening factors.

Keywords

Main Subjects


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