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The Effect of Class Management with Gaming on Creativity and Academic Performance of Elementary School Students
This study aims to analyze the effectiveness of class management with gaming on creativity and academic performance of elementary school students. We evaluated the differences between the two groups of students in terms of their creative tendency and performance, learning motivation, academic achievements. We propose a quasi-experimental design on an 11-week class management with gaming of fourth grade elementary schoolchildren. The study consists of an experimental group of 44 people with gaming class management, and a control group of 42 people with traditional class management. The evaluation tools include Creativity Assessment Packet, New Tests of Creative Thinking, Learning Motivation Scale for Primary and Junior High School Students, and Academic Evaluations. In addition, we have also included subjective reviews such as teachers’ evaluations and observations as well as students’ feedbacks. After Analysis of Covariance, our result is as follows: 1.In terms of creative tendency, the experimental group performed significantly better than the control group in areas such as adventure, curiosity, imagination, and challenge. 2.In the language section of New Tests of Creative Thinking, the experimental group performed better than the control group in the categories of fluency, flexibility. In the pattern portion of the test, the experimental group excels in the fluency category, but not for flexibility, originality, and elaboration. 3.For learning motivation, the experimental group performed significantly better in the value dimension, but not in anticipation, emotion, and willpower. 4.There are no significant differences in academic achievement between the experimental group and the control group. 5.Based on the student feedback of the experimental group, many students demonstrate a positive reaction to the gaming integrated class management, which not only improves their learning behavior and attitudes, but also benefits their grades and learning motivation. Finally, the proposed suggestions of integrating gaming into class management based on the results of the study are for reference only.
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