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The Effect of Board Games on the Academic Achievement and Learning Motivation of Fourth-Grade Elementary Student

Received: 19 July 2023     Accepted: 4 August 2023     Published: 15 August 2023
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Abstract

Nowadays, due to the advancement of technology, students can no longer produce new cognitive structures and take an active part in their learning process with traditional teaching methods such as lectures. Therefore, teachers should use teaching methods that attract students to learning. Therefore, one of the effective teaching methods for this demand is teaching with the help of various games. For this purpose, the present study investigated the effect of board games on the academic achievement and learning motivation of fourth-grade elementary students. This research is quantitative. The results of this study were collected from experiments on control and experimental groups. The statistical population, at first, all male students in the sixth grade of primary school in the city of Karaj were considered for the academic year 2022-2023. Then, by cluster sampling, it was reduced to one school and finally, randomly, to two classes of 30 people. The control group was trained by the usual method of the teacher`s explaining and then answering the questions in the book. The training of the experimental group was done by a board game. In the end, students of both groups were given a questionnaire to evaluate their teaching method and learning rate. Then, the same test was taken from both groups, and the average scores of both groups were calculated. The mean for the control group was equal to 12.23 and for the experimental group, equal to 16.53. According to the results of the surveys of the questionnaires and also the results of the tests of the two groups, the result showed that educational games, specifically board games, increase the learning rate of students and increase their interest in learning.

Published in International Journal of Elementary Education (Volume 12, Issue 3)
DOI 10.11648/j.ijeedu.20231203.13
Page(s) 68-75
Creative Commons

This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited.

Copyright

Copyright © The Author(s), 2023. Published by Science Publishing Group

Keywords

Board Game, Game Based Teaching Methods, Academic Achievement

References
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[2] Aghazadeh, Moharam (2007). Guide to new teaching methods. Tehran: Aeizh.
[3] Arizi, Hamidreza, & Abedi, Ahmad (2003). Analysis of the content of elementary school textbooks according to the construct of achievement motivation. Educational innovations quarterly, 2003, 5 (2), 29-52.
[4] Cheng, Ching-Hsue, & Su, Chung-Ho (2012). A Game-based learning system for improving student’s learning effectiveness in system analysis course. Procedia - Social and Behavioral Sciences 31 (2012) 669–675.
[5] Cheng, Yi-Chun (2018). The Effect of Using Board Games In Reducing Language Anxiety And Improving Oral Performance. Electronic Theses and Dissertations. 899.
[6] Demutti Pimpão Martins, Fernanda, & Pedrosa Leal, Luciana, & Pereira Linhares, Francisca Márcia, & da Silva Santos, Alessandro Henrique, & de Oliveira Leite, Gerlaine, & Pontes, Cleide Maria (2018). Effect of the board game as educational technology on schoolchildren’s knowledge on breastfeeding. Rev. Latino-Am. Enfermagem 2018; 26: e3049.
[7] J¨a¨ask¨a, Elina, & Aaltonen, Kirsi (2022). Teachers’ experiences of using game-based learning methods in project management higher education. Project Leadership and Society, 2022, 100041.
[8] Karbownik, Michal S., & Wiktorowska-Owczarek, Anna, & Kowalczyk, Edward & Kwarta, Paulina, & Mokros, Lukasz, & Pietras, Tadeusz (2016). Board game versus lecture-based seminar in the teaching of pharmacology of antimicrobial drugs a randomized controlled trial. FEMS Microbiology Letters Vol. 363, No. 7.
[9] Kebritchi, Mansureh (2008). Effects of A Computer Game on Mathematics Achievement And Class Motivation An Experimental Study. Electronic Theses and Dissertations. (2008), 3555.
[10] Khanzadeh, Hossein, & Ebrahimi, Shahrbanoo, & Khodakarami, Faezeh, & Ehya, Hosseinchaman (2019). The effect of teaching through movement games on learning concepts and interest in the mathematics of late learners. Journal of Psychological Sciences, 2019, 18 (79), 797-806.
[11] Noda, Shota, & Shirotsuki, Kentaro, & Nakao, Mutsuhiro (2019). The effectiveness of intervention with board games: a systematic review. Noda et al. BioPsychoSocial Medicine. (2019) 13: 22.
[12] Pratama, L D, & Setyaningrum, W (2018). Game-Based Learning: The effects on student cognitive and affective aspects. IOP Conf. Series: Journal of Physics, 1097 (2018) 012123.
[13] Sala, Giovanni, & Gobet, Fernand (2016). Do the benefits of chess instruction transfer to academic and cognitive skills? A meta-analysis. Educational Research Review, 2016, 46-57.
[14] Seif, Aliakbar (2015). Modern educational psychology (learning and teaching psychology). Tehran: Doran.
[15] Sulistianingsih, Endang, & Febriani, Rizka, & Pradjarto, JCS. (2019). The Effect on Interactive Board Games (IBG) on Vocabulary Achievement. Langkawi Journal of The Association for Arabic and English. 5 (2), 127-139.
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  • APA Style

    Nima Asemani Barekat. (2023). The Effect of Board Games on the Academic Achievement and Learning Motivation of Fourth-Grade Elementary Student. International Journal of Elementary Education, 12(3), 68-75. https://doi.org/10.11648/j.ijeedu.20231203.13

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    ACS Style

    Nima Asemani Barekat. The Effect of Board Games on the Academic Achievement and Learning Motivation of Fourth-Grade Elementary Student. Int. J. Elem. Educ. 2023, 12(3), 68-75. doi: 10.11648/j.ijeedu.20231203.13

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    AMA Style

    Nima Asemani Barekat. The Effect of Board Games on the Academic Achievement and Learning Motivation of Fourth-Grade Elementary Student. Int J Elem Educ. 2023;12(3):68-75. doi: 10.11648/j.ijeedu.20231203.13

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  • @article{10.11648/j.ijeedu.20231203.13,
      author = {Nima Asemani Barekat},
      title = {The Effect of Board Games on the Academic Achievement and Learning Motivation of Fourth-Grade Elementary Student},
      journal = {International Journal of Elementary Education},
      volume = {12},
      number = {3},
      pages = {68-75},
      doi = {10.11648/j.ijeedu.20231203.13},
      url = {https://doi.org/10.11648/j.ijeedu.20231203.13},
      eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.ijeedu.20231203.13},
      abstract = {Nowadays, due to the advancement of technology, students can no longer produce new cognitive structures and take an active part in their learning process with traditional teaching methods such as lectures. Therefore, teachers should use teaching methods that attract students to learning. Therefore, one of the effective teaching methods for this demand is teaching with the help of various games. For this purpose, the present study investigated the effect of board games on the academic achievement and learning motivation of fourth-grade elementary students. This research is quantitative. The results of this study were collected from experiments on control and experimental groups. The statistical population, at first, all male students in the sixth grade of primary school in the city of Karaj were considered for the academic year 2022-2023. Then, by cluster sampling, it was reduced to one school and finally, randomly, to two classes of 30 people. The control group was trained by the usual method of the teacher`s explaining and then answering the questions in the book. The training of the experimental group was done by a board game. In the end, students of both groups were given a questionnaire to evaluate their teaching method and learning rate. Then, the same test was taken from both groups, and the average scores of both groups were calculated. The mean for the control group was equal to 12.23 and for the experimental group, equal to 16.53. According to the results of the surveys of the questionnaires and also the results of the tests of the two groups, the result showed that educational games, specifically board games, increase the learning rate of students and increase their interest in learning.},
     year = {2023}
    }
    

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  • TY  - JOUR
    T1  - The Effect of Board Games on the Academic Achievement and Learning Motivation of Fourth-Grade Elementary Student
    AU  - Nima Asemani Barekat
    Y1  - 2023/08/15
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    N1  - https://doi.org/10.11648/j.ijeedu.20231203.13
    DO  - 10.11648/j.ijeedu.20231203.13
    T2  - International Journal of Elementary Education
    JF  - International Journal of Elementary Education
    JO  - International Journal of Elementary Education
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    EP  - 75
    PB  - Science Publishing Group
    SN  - 2328-7640
    UR  - https://doi.org/10.11648/j.ijeedu.20231203.13
    AB  - Nowadays, due to the advancement of technology, students can no longer produce new cognitive structures and take an active part in their learning process with traditional teaching methods such as lectures. Therefore, teachers should use teaching methods that attract students to learning. Therefore, one of the effective teaching methods for this demand is teaching with the help of various games. For this purpose, the present study investigated the effect of board games on the academic achievement and learning motivation of fourth-grade elementary students. This research is quantitative. The results of this study were collected from experiments on control and experimental groups. The statistical population, at first, all male students in the sixth grade of primary school in the city of Karaj were considered for the academic year 2022-2023. Then, by cluster sampling, it was reduced to one school and finally, randomly, to two classes of 30 people. The control group was trained by the usual method of the teacher`s explaining and then answering the questions in the book. The training of the experimental group was done by a board game. In the end, students of both groups were given a questionnaire to evaluate their teaching method and learning rate. Then, the same test was taken from both groups, and the average scores of both groups were calculated. The mean for the control group was equal to 12.23 and for the experimental group, equal to 16.53. According to the results of the surveys of the questionnaires and also the results of the tests of the two groups, the result showed that educational games, specifically board games, increase the learning rate of students and increase their interest in learning.
    VL  - 12
    IS  - 3
    ER  - 

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Author Information
  • Education Department, Elementary Education, Farhangian University, Karaj, Iran

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