The effects of gamification on learning-transfer of critical thinking dispositions among teachers /

Teaching critical thinking, while important and essential especially in the 21st century, has been facing documented shortcomings and overall inadequateness. In the meanwhile, gamification as a pedagogical strategy has been reporting encouraging results in the field of education. Thusly, this curren...

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Bibliographic Details
Main Author: Aldarbi, Amjad J. S
Format: Thesis
Language:English
Published: Kuala Lumpur : Kulliyyah of Education, 2020
Subjects:
Online Access:http://studentrepo.iium.edu.my/handle/123456789/10234
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040 |a UIAM  |b eng  |e rda 
041 |a eng 
043 |a a-su--- 
050 4 |a LB1028.5 
100 1 |a Aldarbi, Amjad J. S 
245 1 4 |a The effects of gamification on learning-transfer of critical thinking dispositions among teachers /  |c by Amjad J. S. Aldarbi 
264 1 |a Kuala Lumpur :  |b Kulliyyah of Education,  |c 2020 
300 |a xii, 78 leaves :  |b illustrations ;  |c 30cm. 
336 |2 rdacontent  |a text 
337 |2 rdamedia  |a unmediated 
338 |2 rdacarrier  |a volume 
338 |2 rdacarrier  |a online resource 
347 |2 rdaft  |a text file  |b PDF 
500 |a Abstracts in English and Arabic. 
500 |a "A dissertation submitted in fulfilment of the requirement for the degree of Master of Education." --On title page. 
502 |a Thesis (MED)--International Islamic University Malaysia, 2020. 
504 |a Includes bibliographical references (leaves 71-75). 
520 |a Teaching critical thinking, while important and essential especially in the 21st century, has been facing documented shortcomings and overall inadequateness. In the meanwhile, gamification as a pedagogical strategy has been reporting encouraging results in the field of education. Thusly, this current study was set to test possible gamification effects on learning transfer of one component of critical thinking, that is critical thinking dispositions. Sixty-eight teachers from Saudi Arabia were engaged in a true-experiment training course for a week. Three dimensions of learning transfer were adapted from the Learning Transfer System Inventory (LTSI) to be used as a post-test. The results from the independent samples t-test, performed to compare the treatment group with the control group, showed that gamification had no significant effect on the three learning transfer dimensions, namely: motivation to transfer, transfer design, and perceived content validity. The study ends with practical implications as contributions to the field, along with recommendations for future research in gamified education and recommendations for educators. 
596 |a 1 
650 0 |a Computer-assisted instruction  |z Saudi Arabia 
650 0 |a Computer-assisted instruction  |x Study and teaching  |z Saudi Arabia 
650 0 |a Gamification 
650 0 |a Educational learning 
655 7 |a Theses, IIUM local 
690 |a Dissertations, Academic  |x Department of Social Foundations and Educational Leadership  |z IIUM 
700 0 |a Suhailah Hussien,  |e degree supervisor 
710 2 |a International Islamic University Malaysia.  |b Department of Social Foundations and Educational Leadership 
856 4 |u http://studentrepo.iium.edu.my/handle/123456789/10234 
900 |a sz-nbm-sar 
999 |c 441709  |d 471759 
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