Using Gamification to Motivate Students with Simple-Moderate Intellectual Disabilities
Yasmeen Abu Mukh , Safia Tarteer , Mohammad AL-Qasim , Khtam Saqer , Wajeeh Daher
By the spread of COVID-19, the entire world shifted suddenly to e-learning including schools. This study aims to find ways to enjoy teaching. Gamifica.
- Pub. date: April 15, 2023
- Pages: 639-647
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By the spread of COVID-19, the entire world shifted suddenly to e-learning including schools. This study aims to find ways to enjoy teaching. Gamification in education refers to the introduction of game elements in non-game environment. A case study was adopted for this study as a qualitative approach to investigate the possibility of improving motivation. The study was conducted in the first and second semester of the 2020/2021. The sample consists of (6) participants of pre-services teachers studying in special education course for 15 weeks. Data were collected through semi-structured interviews. The result of the interview showed that there is a clear desire among the students to succeed during learning using game elements. Their desire is very clear and higher. Most of them became active during their learning. They enjoyed learning in gamified learning environment. The researchers recommended that the Ministry of Education should train teachers to employ game elements to motivate their students.
Keywords: COVID-19, gamification, moderate intellectual disability, motivation.
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