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 language | English |
|---|---|
| Pages (from-to) | 1161-1168 |
| Number of pages | 8 |
| Journal | International Journal of Data and Network Science |
| Volume | 8 |
| Issue number | 2 |
| DOIs | |
| State | Published - 1 Mar 2024 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
Keywords
- Gamified learning
- Introduction
- Narrative variables
- Skill acquisition
- Storytelling
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