Claims

Gamification of web-based learning improves creative thinking among primary school students learning English

Claim · All claims
Evidence · 1 study · causal r1 · q2
Currency · newest study 2019 · checked against its sources 2026-11-02 (automated, 1 of 1 entry) · not reviewed by a person

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q2 i? Primary students taught with a gamified web-based learning environment scored significantly higher on the Torrance test of creative thinking than students taught traditionally. → Aljraiwi 2019

Evidence

Aljraiwi 2019

Aljraiwi, S. (2019). Effectiveness of Gamification of Web-Based Learning in Improving Academic Achievement and Creative Thinking Among Primary School Students. International Journal of Education and Practice, 7(3), 242-257. https://doi.org/10.18488/journal.61.2019.73.242.257

q2 · i? · causal · r1

Same quasi-experiment (60 primary students) using the Torrance test of creative thinking as post-test. Experimental group mean was 18.77 vs 13.55 for controls, with a difference "at the significance level of 0.01 in favor of the experimental group". Table 2 reports an Eta Square of 0.95, described as a high effect size.

"Table 2 shows that there was a high level of difference between the scores of the students in the control and experimental groups in the post -test of the Torrance test of creative thinking at the significance level of 0.01 in favor of the experimental group."

Discussion

Learner Variables

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