IJIET 2025 Vol.15(8): 1607-1615
doi: 10.18178/ijiet.2025.15.8.2362
doi: 10.18178/ijiet.2025.15.8.2362
Gamification’s Effect on the Acquisition of Patriotic Behaviors in a Primary School Social Studies Course
Zhide Tangatarova, Kadir Nurgalym, Sabira Nishanbayeva, Dinara Sadirbekova,
Nazgul Kozhamkulova, and
Shyryn Akimbekova*
Department of Pedagogy and Psychology, Abai Kazakh National Pedagogical University, Dostyk 13, Almaty, Kazakhstan
Email: info@af.binom.edu.kz (Z.T.); k.nurgalim@abaiuniversity.edu.kz (K.N.); s.nishanbaeva@ageu.edu.kz (S.N.); d.sadirbekova@ageu.edu.kz (D.S.); n.kozhamkulova@ageu.edu.kz (N.K.); akimbekova.shyryn@gmail.com (S.A.)
*Corresponding author
Email: info@af.binom.edu.kz (Z.T.); k.nurgalim@abaiuniversity.edu.kz (K.N.); s.nishanbaeva@ageu.edu.kz (S.N.); d.sadirbekova@ageu.edu.kz (D.S.); n.kozhamkulova@ageu.edu.kz (N.K.); akimbekova.shyryn@gmail.com (S.A.)
*Corresponding author
Manuscript received December 24, 2024; revised January 23, 2025, accepted March 20, 2025; published August 7, 2025
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.
Keywords—patriotism, gamification, social studies, primary school, students
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).
Keywords—patriotism, gamification, social studies, primary school, students
Cite: Zhide Tangatarova, Kadir Nurgalym, Sabira Nishanbayeva, Dinara Sadirbekova, Nazgul Kozhamkulova, and Shyryn Akimbekova, "Gamification’s Effect on the Acquisition of Patriotic Behaviors in a Primary School Social Studies Course," International Journal of Information and Education Technology, vol. 15, no. 8, pp. 1607-1615, 2025.
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).