A Suggested Conception to Employ Gamificatio in Teaching the General Education Curricula

Abstract

The study aimed to build a suggested conception for employing gamification in teaching the general education curricula. Using the analytical method of the previous analytical studies in Teaching, which agreed with the determinants of the analysis of 20 studies from 2014 to 2019, they come on order: points, badges, leaderboards, and then levels. The four most commonly used theories are the theory of self-determination, flow theory, the theory of planned behavior and social theory. In addition, the researcher identified the most commonly used models in gamification, respectively: the ARCS model and the user-based design model. Based on the results of the analysis and using the descriptive approach, the researcher presented a practical perception of the use of gamification in teaching. The vision included objectives, reasons, resources then stages and steps of applying gamification in teaching which includes four main stages according to ARCS model directed to the teacher during carrying out the proposal. The study recommended a number of recommendations and suggestions, the most important are: to invest the results of the study in the future experimental teaching research, to encourage the teachers and specialists of teaching techniques to create and produce tools and applications that support the use of gamification in the teaching process, and provide a perception of how to use of gamification at the level of classrooms and schools and education administrations