چکیده مقاله
The current research method was a quasi experimental design with a pre test and post test with a control group The study population included all elementary school students in Qaenat County during the ۲۰۲۴ ۲۰۲۵ academic year Forty students were selected through convenience sampling and randomly assigned to either the experimental or control group ۲۰ in each group Initially, both groups completed the Fredericks Academic Engagement Questionnaire and the Jinks and Morgan Academic Self Efficacy Questionnaire as a pre test Subsequently, the experimental group underwent ۸ sessions of gamification based instruction in a smart classroom environment At the end, both groups completed the research tools again post test The collected data were analyzed using SPSS ۲۶ software and inferential statistics multivariate analysis of covariance The results indicated that gamification strategies have a significant impact on both academic engagement and self efficacy in mathematics Thus, it can be concluded that gamification enhances learning persistence and belief in personal capabilities among elementary students
کلیدواژهها
نویسندگان
شیوه ارجاع
Khatami، Zahra و Shoghi، Bibi Razieh و Kabir، Rajabali و Abizi، Zahra،1405،The Effectiveness of Gamification Strategies in Smart Classrooms on Enhancing Academic Engagement and Self-Efficacy in Mathematics،دوازدهمین کنفرانس بین المللی و سیزدهمین کنفرانس ملی یافته های نوین در مدیریت، روان شناسی و حسابداری،تهران
ارائهشده در
مجموعه مقالات دوازدهمین کنفرانس بین المللی و سیزدهمین کنفرانس ملی یافته های نوین در مدیریت، روان شناسی و حسابداری31 اردیبهشت 1405 · تهران