Gamification’s Effect on the Acquisition of Patriotic Behaviors in a Primary School Social Studies Course

2025

Full text Open access: Gold Metadata (CSL-JSON)
DOI 10.18178/ijiet.2025.15.8.2362
Data confidence 70 medium
How this score is calculated

It is built from checkable properties of the record itself: whether the article has a DOI, how many independent sources confirmed its data, whether the required fields are filled in, and how recent the latest confirmation is. Disagreement between sources and a missing identifier lower it. A value of 80 or above means the record was published without further checking; 60 to 79 means it is published at reduced confidence, with a manual check advisable. A record verified by an editor by hand is never pushed below 90 by a recalculation. This scores our data about the article, not the article itself.

Abstract

The effects of interactive computer games on children are well-documented. However, there remains a notable gap in the literature regarding the impact of interactive computer games specifically designed to foster patriotism among primary school students. This study investigated the impact of gamification in fostering patriotic behaviors among primary school students in social studies. The participants were selected using the stratified sampling method. A pretest-posttest control group experimental design was employed, involving 60 fourth-grade students and 20 teachers. Quantitative data were collected through the language-adapted version of the Patriotism Attitude Scale, while qualitative data were gathered using a teacher interview form developed by the researchers. The process of language adaptation and quantitative data analysis was carried out using statistical methods, including the independent t-test and confirmatory factor analysis. Additionally, qualitative data were examined through descriptive analysis. The experimental group participated in a gamified patriotism education program over four weeks. The Patriotism Attitude Scale was administered to the experimental and control group students at two points, four weeks apart. Results indicated a significant improvement (p < 0.05) in the patriotic attitudes of the experimental group, with no notable change in the control group. Gender was not found to influence patriotic attitudes significantly. Additionally, based on the findings of this study, gamification has proven to be an effective pedagogical approach for teaching patriotism in primary school settings. Additionally, the study indicates that gender does not have a significant impact on the effectiveness of new educational technologies.