Gamifying Mobile-Based Science Education: Enhancing Self-Regulated Learning Skills in Middle School Students
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Date
2025
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Springer
Abstract
Gamification has emerged as a promising educational strategy, offering dynamic solutions to address challenges in fostering self-regulated learning (SRL) skills in middle school students, particularly within the context of science education. These skills, including goal-setting, progress monitoring, and reflective practices, are critical for navigating complex scientific concepts. Despite its potential, gaps remain in understanding how gamified mobile learning impacts key educational outcomes. This study investigates the effects of a gamified mobile-based SRL approach on middle school students' academic achievement, motivation, enjoyment, and engagement in science education. Using an experimental design, 64 students were divided into a gamified mobile-based SRL group and a non-gamified control group. The results demonstrated significantly higher outcomes for the gamified group across all measures, highlighting the approach's effectiveness in enhancing interactive, student-centered learning. This study contributes valuable insights into integrating gamification with mobile technologies to support SRL and improve science education outcomes.
Description
Ates, Huseyin/0000-0003-4447-2846; Sahin Kolemen, Cansu/0000-0003-2376-7899
Keywords
Gamification, Self-Regulated Learning, Mobile-Based Learning, Science Education, Academic Achievement, Enjoyment, Student Engagement, Motivation, Middle School Students
WoS Q
Q1
Scopus Q
Q1
Source
Education and Information Technologies
Volume
30
Issue
17
Start Page
24137
End Page
24171
