' quasi-experimental design.' Search Results
Developing Gross and Fine Motor Skills Using Sensory Integration in Children With Moderate Autism Spectrum Disorder
autism spectrum disorder fine motor skills gross motor skills sensory integration...
Sensory integration (SI)-based intervention programs aim to improve the motor performance of children with moderate autism spectrum disorder (MASD), which may contribute to the development of their gross and fine motor skills. This study aimed to explore the effectiveness of a SI-based training program in developing gross and fine motor skills in 70 children with MASD aged 6–9 years (M = 7.11, SD ± 1.19) and selected intentionally from a daycare center in Al-Ahsa in Saudi Arabia. The study used the quasi-experimental approach and followed the experimental design with two groups, which were randomly distributed and examined for equivalence. The study also used the Gross Motor Skills Scale (GMSS), the Fine Motor Skills Scale (FMSS), and the training program based on SI. The study found that the experimental group had significantly higher post-test scores in the GMSS and the FMSS than the control group, with these differences being statistically significant. However, no significant difference was observed between the post-test scores and the follow-up test scores within the experimental group, indicating stability in their performance over time. This indicates the effectiveness of the training program used in developing the targeted skills and the continuation of the training effect after the program’s application period. The study suggests that children should use SI-based training programs to enhance their motor skills.
Research Trends in Design Thinking Education: A Systematic Literature Review from 2014 to 2024
design thinking education systematic literature review 21st century skills...
This study examines the research trends of Design Thinking (DT) in education during the period 2014–2024 through a systematic literature review. This study aims to analyze annual publication patterns, implementation across educational levels, research methodologies, authorship distribution, geographical spread, journal type distribution, and key themes from highly-cited publications in DT education research. The results show a significant increase in publications, especially in 2023–2024, reflecting growing academic interest in DT as an innovative approach to developing 21st-century skills. Qualitative research methods dominate, with most studies involving collaborative authorship. DT application was initially focused on higher education but expanded in secondary education while remaining limited in primary education. Asia leads in research contribution, while Africa shows lower output. Publications are distributed across educational, design-focused, and interdisciplinary journals. These findings underscore the importance of cross-disciplinary and global collaboration to accelerate DT adoption equitably. This study recommends strengthening educator training, developing holistic evaluation methods, and expanding quantitative research for more inclusive DT implementation.
The Impact of Gamification-Assisted Instruction on the Acquisition of Scientific Concepts and Attitudes Towards Science Class Among Elementary School Students
attitude toward science classes elementary students gamification scientific concept...
This study addresses global concerns surrounding elementary students' science performance following the COVID-19, as a result of international tests such as Trends in International Mathematics and Science Study (TIMSS) highlight the ongoing challenges that urge the exploration of innovative educational approaches to improve science learning. This research employed gamification-assisted instruction and explored its impact on enhancing the understanding of science concepts and attitudes toward science class among fourth graders. The study adopted a quasi-experimental design and included an experimental group (ExG) that was taught using a gamification strategy and a control group (CoG) that was taught using a traditional method with a sample of 38 female elementary students from a public school in Jordan. Data were gathered using valid and reliable tools: the developed scientific concepts test and the Attitude Towards Science class measures. The ANCOVA analysis revealed that gamification significantly improves the acquisition of scientific concepts (η2=.208) and boosts a positive attitude toward science classes among elementary students (η2=.626). These findings encourage decision-makers to incorporate gamification into science teaching practices and methods.