Using E-Gamification in Developing Science Fiction among Secondary Stage Students in Chemistry
Abstract
The current research aimed to identify the effectiveness of using e-gamification in developing science fiction among secondary stage students. The research sample consisted of (40) female students from the second grade of secondary school, affiliated with the North Educational Administration in Port Said Governorate. The research used the experimental approach with a quasi-experimental design. One research tool was applied: the Science Fiction Scale. The research results showed a statistically significant difference between the mean scores of the experimental group students in the pre- and post-applications in favor of the post-application, which indicates the effectiveness of e-gamification in developing science fiction among second-grade secondary school students. The research recommended the need to train teachers and students on using e-gamification in the educational process and to develop Chemistry teaching and learning to include various e-gamified activities that enhance science fiction, and encouraging students to use interactive platforms and electronic applications based on electronic gamification to enhance their understanding of chemical concepts and topics.
Fields of Study & Subjects
Educational Games and Gamification
Educational Methods and Outcomes
Digital Games and Media
Publication details
- Journal / source
- Port Said Journal of Educational Research
- Volume
- 5
- Issue
- 1
- Pages
- 93–117
- Publication date
- 1 January 2026
- Language
- EN