تفکر وکودک

تفکر وکودک

شناسایی و سطح‌بندی عوامل اثرگذار بر بازی‌وارسازی آموزش کودکان پیش‌دبستانی با رویکرد سازه‌گرایی اجتماعی

نوع مقاله : علمی-پژوهشی

نویسندگان
1 دانشجوی دکترا، گروه مدیریت آموزشی، دانشکده ادبیات و علوم انسانی، واحد کرمانشاه، دانشگاه آزاد اسلامی، کرمانشاه، ایران
2 گروه مدیریت آموزشی، دانشکده ادبیات و علوم انسانی، واحد کرمانشاه، دانشگاه آزاد اسلامی، کرمانشاه، ایران
3 گروه مدیریت آموزشی، دانشکده علوم انسانی، واحد کرمانشاه، دانشگاه آزاد اسلامی، کرمانشاه، ایران.
10.30465/fabak.2026.14084
چکیده
هدف مطالعه شناسایی و سطح‌بندی عوامل اثرگذار بر بازی‌وارسازی آموزش کودکان پیش‌دبستانی با رویکرد سازه‌گرایی اجتماعی بود. پژوهش از نظر هدف کاربردی و از نظر نوع داده‌ها، آمیخته (اکتشافی) است. در بخش کیفی از راهبرد نظریه داده‌بنیاد (گلیزر) و در بخش کمی از مدلسازی ساختاری تفسیری استفاده شد. مشارکت‌کنندگان بخش کیفی شامل 15 نفر از مدیران مراکز پیش‌دبستانی و خبرگان دانشگاهی بودند که به‌صورت هدفمند انتخاب شدند. ابزار پژوهش در بخش کیفی مصاحبه نیمه‌ساختاریافته بود. جامعه آماری بخش کمی شامل مدیران مراکز پیش‌دبستانی تهران بود که 10 نفر به‌عنوان نمونه انتخاب شدند. ابزار این بخش پرسشنامه محقق‌ساخته بود. نتایج بخش کیفی ده عامل شامل محتوای برنامه درسی، عوامل نهادی، انگیزه‌ها و نگرش‌های مدیر، تسهیلگر بودن معلم، آزادی عمل کودک، خانواده، نحوه مدیریت کلاس، محیط مناسب، دسترسی به منابع و فضای فرهنگی-اجتماعی را نشان داد. بر اساس مدلسازی ساختاری تفسیری، عوامل در ۴ سطح احصا شدند. بیشترین میزان وابستگی مربوط به تسهیلگر بودن معلم، آزادی عمل کودک و نحوه مدیریت کلاس بود. عوامل نهادی بیشترین تأثیرگذاری را داشتند.
کلیدواژه‌ها
موضوعات

عنوان مقاله English

Identification and leveling of factors influencing the gamification of preschool children's education with social constructivism approach

نویسندگان English

Shadi Banani 1
Elham Kaviani 2
Faranak Mosavi 2
Zohre Sabzianpour 3
1 PhD student, Department of Educational Management, Faculty of Literature and Humanities, Kermanshah Branch, Islamic Azad University, Kermanshah, Iran
2 Department of Educational Management, Faculty of Literature and Humanities, Kermanshah Branch, Islamic Azad University, Kermanshah, Iran
3 Department of Educational Management, Faculty of Humanities, Kermanshah Branch, Islamic Azad University, Kermanshah, Iran
چکیده English

The aim of this study was to identify and level the factors influencing the gamification of preschool children's education using a social constructivism approach. This research is applied in terms of purpose and mixed-method (exploratory) in terms of data type. The qualitative phase employed Glaser's grounded theory strategy, while the quantitative phase used interpretive structural modeling (ISM). Participants in the qualitative phase included 15 preschool center managers and academic experts selected purposefully. A semi-structured interview was used as the research instrument in this phase. The statistical population of the quantitative phase consisted of preschool center managers in Tehran, from which 10 individuals were selected as the sample. A researcher-made questionnaire was used in this phase. Qualitative results revealed ten influencing factors: curriculum content, institutional factors, manager's motivations and attitudes, teacher as a facilitator, child autonomy, family, classroom management, appropriate environment, access to resources, and socio-cultural atmosphere. Based on ISM, the factors were leveled into four categories. The highest dependency was observed for teacher as a facilitator, child autonomy, and classroom management. Institutional factors had the greatest influence.
Keywords: Gamification, Preschool, Social Constructivism.
Introduction
The integration of gamification into early childhood education has emerged as a promising approach to enhance learner engagement, motivation, and developmental outcomes. Gamification, defined as the application of game design elements in non-game contexts (Ofosu-Ampong, 2020), has attracted growing interest across various sectors, including education, organizational management, and health. In the educational domain, gamification is employed to foster interaction and motivation among students, ultimately supporting deeper learning processes (Kusuma et al., 2018). Research indicates that gamification can lead to improved learning outcomes, particularly when it introduces game mechanics (Caponetto, Earp & Ott, 2014). Despite its potential, the adoption of gamification in preschool settings faces several barriers. Limited budgets and lack of access to technological resources are commonly cited obstacles. However, negative attitudes toward digital games and technology, rooted in century-old naturalistic beliefs about childhood and learning (Sánchez Mena & Martí Parreño, 2017), remain underexplored as contributing factors. Although many parents still consider digital games less beneficial than outdoor play for social and cultural development, a growing number of early childhood researchers advocate for integrating technology and digital culture into early education (Ukala & Agabi, 2017). They argue that early learning environments can play a crucial role in bridging the digital divide across socioeconomic and cultural barriers (Nolan & McBride, 2014).

Materials and Methods
This research is applied in purpose and employs an exploratory mixed-method design. The qualitative phase utilized a Glaserian grounded theory strategy, while the quantitative phase employed Interpretive Structural Modeling (ISM).
Qualitative Phase: Participants were 15 preschool center managers in Tehran (with ≥5 years of experience) and academic experts in educational sciences, selected via purposive snowball sampling until theoretical saturation. A semi-structured interview was used. Data were analyzed through open, axial, and selective coding. Validity was confirmed by expert judgment, and reliability was established using inter-coder agreement (86%).
Quantitative Phase: The statistical population comprised preschool managers in Tehran. A sample of 10 experts (managers and academic specialists) was selected purposively. A researcher-developed questionnaire based on the qualitative findings was used, containing a self-interactive structural matrix. Content validity was confirmed by experts. ISM was applied to determine the hierarchical relationships and levels of the identified factors.

Results and Discussion
Qualitative Results: The analysis revealed ten factors influencing gamification in preschool education within a social constructivist framework:
1. Curriculum content
2. Institutional factors
3. Kindergarten manager's motivations and attitudes
4. Teacher as a facilitator
5. Child autonomy
6. Family involvement
7. Classroom management style
8. Appropriate kindergarten environment
9. Access to resources
10. Socio-cultural atmosphere of the kindergarten
Quantitative Results (ISM): The ISM analysis leveled the ten factors into four hierarchical levels (from most dependent to most independent):
- Level 1 (Highest Dependency – Outcomes): Teacher as a facilitator, Child autonomy, Classroom management style.
- Level 2: Family, Appropriate kindergarten environment, Socio-cultural atmosphere, Curriculum content, Access to resources.
- Level 3: Kindergarten manager's motivations and attitudes, Access to resources (interlinked with manager's attitudes).
- Level 4 (Highest Influence – Drivers): Institutional factors (interactive leadership, organizational culture, educational policy).
The dependency and driving power analysis showed that Institutional factors had the highest driving power and the lowest dependency, meaning changes at this level fundamentally transform the system. Conversely, Teacher as a facilitator, Child autonomy, and Classroom management had the highest dependency, indicating they are strongly influenced by other factors. The mutual relationship between manager's attitudes and access to resources (Level 3) highlights that leadership mindset directly affects resource availability.
Aligned with literature (Lamrani & Abdelwahed, 2020; Rohman & Fauziati, 2022), institutional factors emerged as the most critical drivers. Without supportive institutional leadership, culture, and planning, lower-level factors cannot effectively function. The dependency of teacher facilitation and child autonomy on upper levels reflects Vygotsky's ZPD and scaffolding: teachers need institutional support to act as facilitators, and children’s autonomy is only possible within a properly structured environment. Family and socio-cultural factors at Level 2 serve as mediating bridges between institutional drivers and classroom practices.
Conclusion
This study provides a novel, empirically grounded hierarchical model for gamification in preschool education based on social constructivism. The key innovation is identifying that successful gamification is not merely about adding game elements (points, badges) but requires a systemic approach where institutional factors (leadership, culture, policy) are the fundamental drivers. These influence managerial attitudes and resource access, which in turn shape family involvement, curriculum, environment, and finally classroom-level practices (teacher facilitation, child autonomy, classroom management). Practically, preschool managers should prioritize developing participatory leadership, fostering a collaborative culture, and allocating resources before expecting effective gamification. Furthermore, the findings emphasize that teacher training programs must focus on scaffolding strategies and creating interactive, dialogic classrooms aligned with Vygotsky's principles. The bidirectional relationship between managerial attitudes and resource accessibility suggests that leadership development directly impacts infrastructural improvements. Future research should test this ISM model quantitatively using structural equation modeling across diverse cultural and socioeconomic contexts.

کلیدواژه‌ها English

Gamification
Preschool
Social Constructivism
 
Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology35(1), 56-79.
Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of emerging technologies in learning13(2).
Caponetto, I., Earp, J., & Ott, M. (2014, October). Gamification and education: A literature review. In European Conference on Games Based Learning (Vol. 1, p. 50). Academic Conferences International Limited.
Chenari, M., & Iranpour, Z. (2022). Social constructivism and its educational implications for inclusive education. Two-Quarterly Journal of Philosophy of Education, 5-27. [in Persian]
Chin, W. W. (1998). Commentary: Issues and opinion on structural equation modeling.
Davoodi, M., Yaali, R., Ghadiri, F., & Bahram, A. (2021). The effect of teaching games for understanding (TGfU), sports teaching, combined (TGfU + sports teaching), and linear teaching methods on children's creativity in futsal. Journal of Motor Learning and Development, 13(3), 293-311. [in Persian]
de Sousa Borges, S., Durelli, V. H., Reis, H. M., & Isotani, S. (2014, March). A systematic mapping on gamification applied to education. In Proceedings of the 29th annual ACM symposium on applied computing (pp. 216-222).
Ebrahimi, O., Fathi Azar, E., & Adib, Y. (2018). Investigating children's experiences of computer games: A phenomenological approach. Qualitative Research in Health Sciences, 7(4), 383-394. [in Persian]
Fathi, M. R. (2019). The theory of social constructivism and its implications for the learning and teaching process. Pouyesh in Humanities Education, 15(5), 86-100. [in Persian]
 Gooch, D., Vasalou, A., Benton, L., & Khaled, R. (2016, May). Using gamification to motivate students with dyslexia. In Proceedings of the 2016 CHI Conference on human factors in computing systems (pp. 969-980).
Hosseini Sabet, S. F., Zainali, Z., Sharif Dini, Z., & Moghimiayan, Z. (2019). The relationship between play and learning and social development of elementary school students. Elites of Science and Engineering, 4(6), 40-46. [in Persian]
Krath, J., Schürmann, L., & Von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior125, 106963.
Kusuma, G. P., Wigati, E. K., Utomo, Y., & Suryapranata, L. K. P. (2018). Analysis of gamification models in education using MDA framework. Procedia Computer Science135, 385-392.
Lamrani, R., & Abdelwahed, E. H. (2020). Game-based learning and gamification to improve skills in early years education. Computer Science and Information Systems17(1), 339-356.
Li, X., & Chu, S. K. W. (2021). Exploring the effects of gamification pedagogy on children’s reading: A mixed‐method study on academic performance, reading‐related mentality and behaviors, and sustainability. British Journal of Educational Technology52(1), 160-178.
Lock, A., & Strong, T. (2010). Social constructionism: Sources and stirrings in theory and practice. Cambridge University Press.
Machmud, M. T., Wattanachai, S., & Samat, C. (2023). Constructivist gamification environment model designing framework to improve ill-structured problem solving in learning sciences. Educational technology research and development71(6), 2413-2429. DOI: 10.1007/s11423-023-10279-0
Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability13(4), 2247. https://doi.org/10.3390/su13042247.
Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability13(4), 2247.
Mardomi, K., & Ebrahimi, S. (2014). Playfulness, a design strategy for learning environments. Iranian Architecture & Urbanism, (7), 65-74. [in Persian]
Moallemi, G. (2019). Investigating the effect of play on the learning rate of elementary school mathematics. Ormazd Research Journal, (47(Appendix 2)), 84-91. [in Persian]
Montola, M. (2012). Social constructionism and ludology: Implications for the study of games. Simulation & Gaming43(3), 300-320.
Nikiforidou, Z., & Pange, J. (2010). The notions of chance and probabilities in preschoolers. Early childhood education journal38, 305-311.
Nolan, J., & McBride, M. (2014). Beyond gamification: reconceptualizing game-based learning in early childhood environments. Information, Communication & Society17(5), 594-608.
Ofosu-Ampong, K. (2020). The shift to gamification in education: A review on dominant issues. Journal of Educational Technology Systems49(1), 113-137.
Rezadad, A., Salehi, M., & Mousavi, M. (2021). Content analysis of types of play and gamification in elementary school Quran and Religion textbooks and the official content of these courses in the SHAD application. Applied Issues in Islamic Education, 6(3), 7-36. [in Persian]
Rohman, D., & Fauziati, E. (2022). Gamification of Learning in the Perspective of Constructivism Philosophy Lev Vygotsky. Budapest International Research and Critics Institute-Journal (BIRCI-Journal)5(1), 4467-4474.
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review32(1), 77-112.
Sánchez Mena, A. A., & Martí Parreño, J. (2017). Drivers and barriers to adopting gamification: teachers’ perspectives.
Sankumpa, W., Kanjug, I., & Singma, S. (2023). Using Constructivist integrated Gamification and AI As-sisted Learning Tool to Enhance Reading Comprehension for Forth Grade Students. IIAI Letters on Institutional Research3.
Shafipour Vardeshahi, P., Kiani, M., & Tabatabaeian, M. (2018). The role of play space design in fostering children's creativity. Armanshahr Architecture & Urban Development, (23), 53-63. [in Persian]
Shahmohammadi, N. (2022). Investigating the effect of game-based learning based on constructivist learning environment on cooperative learning and social development of children. Applied Family Therapy, 3(2), 611-630. [in Persian]
Soti, A., Shankar, R., & Kaushal, O. P. (2010). Modeling the enablers of Six Sigma using interpreting structural modeling. Journal of Modelling in Management5(2), 124-141.
Stenros, J. (2015). Playfulness, play, and games: A constructionist ludology approach.
Sudarmilah, E., & Arbain, A. F. (2019). Using gamification to stimulate the cognitive ability of preschoolers. International Journal of Innovative Technology and Exploring Engineering (IJITEE)8(6), 1250-1256.
Surendeleg, G., Murwa, V., Yun, H. K., & Kim, Y. S. (2014). The role of gamification in education–a literature review. Contemporary Engineering Sciences7(29), 1609-1616.
Tabnak, M., & Hosseini, S. Y. (2021). Explaining the role of gamification in measuring systems thinking. Strategic Management Studies Quarterly, 12(45), 12. [in Persian]
Trigueros, R., Aguilar-Parra, J. M., Lopez-Liria, R., Cangas, A. J., González, J. J., & Álvarez, J. F. (2020). The role of perception of support in the classroom on the students’ motivation and emotions: the impact on metacognition strategies and academic performance in math and english classes. Frontiers in Psychology10, 2794.
Ukala, C. C., & Agabi, O. G. (2017). Linking early childhood education with indigenous education using gamification: The case of maintaining cultural value and identity. Journal of International Education Research (JIER)13(1), 17-26.
 

مقالات آماده انتشار، پذیرفته شده
انتشار آنلاین از 25 مرداد 1405

  • تاریخ دریافت 23 خرداد 1403
  • تاریخ بازنگری 04 خرداد 1405
  • تاریخ پذیرش 23 خرداد 1405
  • تاریخ انتشار 25 مرداد 1405