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The impact of storytelling and narrative variables on skill acquisition in gamified learning

  • Hani Yousef Jarrah*
  • , Doha Adel Bilal
  • , Mona Halim
  • , Mamdouh Mosaad Helali
  • , Rommel Mahmoud Alali
  • , Ali Atwa Ali Alfandi
  • , Mohamad Ahmad Saleem Khasawneh
  • *Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

Abstract

This research attempts to better understand how students in Saudi Arabia benefit from narrative and story aspects in gamified learning environments. Data from a sample of 500 persons with varying levels of education are analyzed using quantitative methods such as descriptive statistics, correlation analysis, and multiple regression analysis. The findings point to strong positive corre-lations between the use of gamification in education, the influence of storytelling, narrative vari-ables, and the acquisition of new skills. There has been a significant shift toward the use of narrative variables as measures of mastery in gamified classrooms. This study's results show that using gamified learning with story elements may increase students' interest, motivation, and knowledge retention. Efforts are now being made by Saudi Arabia to update its educational system and pro-vide its youth with the tools they'll need to succeed in the country's emerging knowledge-based economy. The use of game-based learning and narrative-rich experiences has promising results in this setting.

Original languageEnglish
Pages (from-to)1161-1168
Number of pages8
JournalInternational Journal of Data and Network Science
Volume8
Issue number2
DOIs
StatePublished - 1 Mar 2024

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Keywords

  • Gamified learning
  • Introduction
  • Narrative variables
  • Skill acquisition
  • Storytelling

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