Document Type : Research Paper

Authors

1 Allameh Tabatabaei University

2 Allameh Tabataba'i University, Tehran, Iran

10.22054/soece.2026.80077.1311

Abstract

According to evidence and statistics, electronic games are especially popular among students of the Internet generation. The conducted research supports the effective role of electronic games in enriching leisure time and formal teaching and learning environments. Considering the approach of assessment for and as learning and the more realistic results of stealth assessment, this research aims to determine the effect of gamification with the approach of stealth assessment in evaluating the achievement of secondary school students in the course of experimental sciences and with a pre-test and post-test design with a control group and a quasi-experimental method. The Statistical population includes all second grade male students in Tehran in the academic year 1402-1403. With the purposive sampling method, two schools and two classes were selected as samples, one class as the control group and the other class as the experimental group that received gamification as an independent variable. The data collection instrument is a researcher-made questionnaire of achievement, the validity of which has been verified according to the opinion of experts and the specification table, and its reliability has also been calculated through the Kuder–Richardson method. In order to analyze the data, covariance analysis was used. The findings indicate the effect of gamification in the form of introducing stealth assessment in improving learning and progress in the experimental science course in the experimental group compared to the control group.

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