doi: 10.18178/ijiet.2025.15.3.2257
Impact of the Use of Gamified Online Tools for Developing Logical Analysis Competences: A Study with Castor in the Educational Context
- 1Computer Science and Interdisciplinary Physics Laboratory, Higher Normal School, Sidi Mohamed Ben Abdellah, Fez, Morocco
- 2Regional Center for Education and Training Professions, Rabat, Morocco
- Manuscript receivedMarch 3, 2024
- revisedJuly 16, 2024
- acceptedOctober 5, 2024
- publishedMarch 12, 2025
Abstract
This study examines the impact of gamification on the development of logical analysis in computer science among secondary school students. Gamification, which involved the integration of game mechanisms into non-gaming contexts, is studied for its motivating effects and its influence on student learning. Moreover, the study addresses the underutilization of gamification to enhance problem-solving skills and logical thinking. The experimental study employs two variables: gamification as the independent variable and the development of logical analysis skills as the dependent variable. Furthermore, the methodology, grounded in a quantitative approach, involved a sample of 28 secondary school students. Tests were designed to assess students’ difficulties in logical reasoning, and a certified test based on Howard Gardner’s model evaluated different types of intelligence. The results demonstrate a significant improvement in student performance, particularly among those who face difficulties in analyzing problems or logical situations in computer science. Consequently, gamification emerges as an effective approach to boost engagement and enhance the logical-mathematical skills of secondary school learners. Additionally, the research identifies a correlation between logical-mathematical intelligence and students’ performance in computer-related problem analysis, emphasizing the importance of logical thinking in problem-solving.
Keywords
- gamification
- logical analysis
- logical-mathematical skills
- learning
How to Cite
Yassine Karroumi, Fatima Ou-zennou, Khalid El Khattabi, and Souad Eddarouich, "Impact of the Use of Gamified Online Tools for Developing Logical Analysis Competences: A Study with Castor in the Educational Context," International Journal of Information and Education Technology, vol. 15, no. 3, pp. 461-468, 2025. https://doi.org/10.18178/ijiet.2025.15.3.2257
Copyright & License
Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).