The Effect of Gamified E-Learning on Marine Ecology Education: Insights from Iranian Maritime Students

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Bibliographic Details
Title: The Effect of Gamified E-Learning on Marine Ecology Education: Insights from Iranian Maritime Students
Language: English
Authors: Sayed Hadi Sadeghi (ORCID 0000-0002-6652-3045)
Source: Environmental Education Research. 2026 32(3):632-649.
Availability: Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Peer Reviewed: Y
Page Count: 18
Publication Date: 2026
Document Type: Journal Articles
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Foreign Countries, Gamification, Program Effectiveness, Marine Education, Ecology, Undergraduate Students, Electronic Learning, Learner Engagement, Knowledge Level, Environmental Education, Computer Simulation
Geographic Terms: Iran (Tehran)
DOI: 10.1080/13504622.2024.2415944
ISSN: 1350-4622
1469-5871
Abstract: This study aimed to evaluate the effectiveness of a gamified e-learning experience in marine ecology among Iranian maritime students. A pre-test/post-test design was adopted to achieve this purpose, focussing on the gamified experience itself rather than comparing it with traditional instructional approaches. The statistical population consisted of 15 undergraduate students at a maritime institute in Tehran, Iran, who were randomly selected. Reliability tests were conducted to collect data, and the test's validity was approved by teachers and experts in the field of environmental education. Its reliability was determined to be 0.75 using the Kuder-Richardson methodology. Participants engaged in a gamified learning experience over a 2-week period. The study highlighted the post-test results and participants' perceptions within the gamified learning environment. The results revealed that e-learning paired with gamification had a positive impact on students' engagement and understanding of geographically remote ecological topics, including coral reefs, mangrove forests, seagrass beds and endemic species of the regions. These findings provide valuable insights for environmental teachers, learners, authorities and curriculum developers in maritime educational systems, emphasising the potential benefits of incorporating gamified learning experiences in educational curricula.
Abstractor: As Provided
Entry Date: 2026
Accession Number: EJ1503040
Database: ERIC
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Description
Abstract:This study aimed to evaluate the effectiveness of a gamified e-learning experience in marine ecology among Iranian maritime students. A pre-test/post-test design was adopted to achieve this purpose, focussing on the gamified experience itself rather than comparing it with traditional instructional approaches. The statistical population consisted of 15 undergraduate students at a maritime institute in Tehran, Iran, who were randomly selected. Reliability tests were conducted to collect data, and the test's validity was approved by teachers and experts in the field of environmental education. Its reliability was determined to be 0.75 using the Kuder-Richardson methodology. Participants engaged in a gamified learning experience over a 2-week period. The study highlighted the post-test results and participants' perceptions within the gamified learning environment. The results revealed that e-learning paired with gamification had a positive impact on students' engagement and understanding of geographically remote ecological topics, including coral reefs, mangrove forests, seagrass beds and endemic species of the regions. These findings provide valuable insights for environmental teachers, learners, authorities and curriculum developers in maritime educational systems, emphasising the potential benefits of incorporating gamified learning experiences in educational curricula.
ISSN:1350-4622
1469-5871
DOI:10.1080/13504622.2024.2415944