In collaboration with Payame Noor University and Iranian Electronic Learning Association

Document Type : scientific-research

Authors

1 Department of Educational Technology, Kharazmi University, Tehran, Iran

2 Department of Educational Technology, Kharazmi University, Tehran, Iran;

3 Department of Educational Technology, Allameh Tabataba'i University, Tehran, Iran.

10.30473/idej.2025.75054.1245

Abstract

This study investigated the impact of juiciness-enhanced gamified leaderboards on learning, fun, and learning interest in fourth-grade literature education. the research employed a quasi-experimental, applied quantitative pretest–posttest design with a control group. A sample of 75 fourth-grade female students from a school in District 18 of Tehran was selected through convenience sampling and randomly assigned to three groups: the Juiciness Leaderboard group (JLG), the Simple Leaderboard group (SLG), and the Control Group (CG). Research instruments included a 16-item parallel-form learning test, the 18-item Fun Questionnaire (FunQ), and a 9-item learning interest questionnaire. The intervention lasted six weeks, using standard literature curriculum materials. Statistical analyses with pairwise comparisons showed that the JLG significantly outperformed both the SLG and CG in learning outcomes, fun, and learning interest, while the SLG also performed significantly better than the CG across all variables. The findings indicate that the design of leaderboards plays a critical role in shaping students’ educational experiences. Specifically, the Juiciness Leaderboard intervention consistently produced superior outcomes compared to both the Simple Leaderboard and the Control group, highlighting the added value of sensory-rich features in fostering fun, learning interest, and academic achievement. This study contributes to the growing literature on gamification by emphasizing the importance of incorporating juiciness-enhanced elements into educational environments. By leveraging such strategies, educators can create more dynamic and immersive learning contexts that not only boost short-term performance but also nurture sustained motivation and a lifelong interest in learning.

Keywords

Main Subjects

Article Title [Persian]

تأثیر جوسینس در بازی‌وارسازی بر یادگیری، لذت و علاقه‌مندی به یادگیری

Authors [Persian]

  • عرفانه گلشن 1
  • یوسف مهدوی نسب 2
  • سارا نوری 2
  • مهسا مرادی 3

1 کرج، دانشگاه خوارزمی، دانشکده روانشناسی و علوم تربیتی

2

3

Abstract [Persian]

بازی‌وارسازی، به‌عنوان بهره‌گیری از عناصر طراحی بازی در زمینه‌های غیر بازی، به‌ویژه در آموزش، به‌طور روزافزون به‌منظور افزایش انگیزش و مشارکت یادگیرندگان مورد توجه قرار گرفته است. جدول‌های امتیاز (Leaderboards) از جمله عناصر کلیدی بازی‌وارسازی محسوب می‌شوند که با ایجاد حس رقابت و برانگیختن هیجانات مثبت، می‌توانند یادگیری را تقویت کنند. با این حال، بهره‌وری این ابزارها از طریق به‌کارگیری راهبردهای طراحی مؤثرتر و بررسی بیشتر مفهومی به‌نام «جوسینس» (Juiciness) ــ جذابیت‌های حسی و هیجانی در محیط یادگیری ــ قابل ارتقا است. پژوهش حاضر با هدف بررسی تأثیر جدول‌های امتیاز بازی‌وارشده‌ی مبتنی بر جوسینس بر یادگیری، لذت و علاقه‌مندی به یادگیری در آموزش ادبیات فارسی در میان دانش‌آموزان پایه چهارم ابتدایی انجام شده است. جامعه‌ی پژوهش شامل ۷۵ دانش‌آموز پایه چهارم در شهر تهران بودند که به‌صورت تصادفی در سه گروه تقسیم شدند: گروه جدول امتیاز با جوسینس (JLG)، گروه جدول امتیاز ساده (SLG)، و گروه کنترل (CG). در گروه JLG از جدول‌های امتیاز با جلوه‌های بصری و شنیداری استفاده شد، در حالی‌که در گروه SLG جدول‌های امتیاز ساده با متن بدون طراحی به‌کار رفت، و گروه کنترل فاقد هرگونه مداخله بود. داده‌ها از طریق پیش‌آزمون و پس‌آزمون یادگیری، و پرسش‌نامه‌های سنجش میزان لذت و علاقه به یادگیری گردآوری شد. یافته‌های آماری نشان داد که گروه JLG در مقایسه با دو گروه دیگر به‌طور معناداری عملکرد بهتری در مؤلفه‌های یادگیری، لذت و علاقه‌مندی به یادگیری داشت. این نتایج بر اثربخشی عناصر بازی‌وارسازی تقویت‌شده با جوسینس در ارتقای مشارکت، انگیزش و کیفیت یادگیری در آموزش ادبیات تأکید دارند.

Keywords [Persian]

  • بازی وارسازی
  • جدول پیشگامان
  • لذت
  • علاقه یادگیری
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