Research Article

The Effectiveness of a Gamified Electronic Application in Developing Reading Comprehension Abilities among First-Grade Intermediate Students in Saudi Arabia

Table 1

Game elements.

ElementMeaning

(1) PointsPlayers acquire them.
(2) RewardsPlayers exchange points to get them.
(3) BadgesTo show achievements to peers.
(4) LeaderboardsThey contain a table with the high scores achieved; these show the players’ progress and motivation to compete.
(5) Levels or stagesThey start with the starting stage, and then the player moves to the next step based on the participation or use of the desired mode.
(6) ChallengesChallenges provide missions for players to achieve and then reward them.
(7) Virtual goodsThey are bought by default, through the points gained, and when the player spends them, he tries to get more points.
(8) Integration and accessibilityMergers are concerned with the player’s first reaction to the game, so, in many games, there are educational clips aimed at guiding players in the first minutes of playing, and, in the absence of detailed instructions, the initial levels play the role of the teacher, which is usually straightforward, and the aim is to introduce the concepts of the game one by one.
(9) Immediate feedbackThe player’s selection results or his actions appear during the game immediately after his decision.
(10) The proposal character as an avatarSome games offer a virtual character representing the human personality within the game, where other players can see it, and their design varies from using 3D techniques to abstract symbols and is designed to allow personal expression and creativity.
(11) The rulesThey are binding limits in the game to keep the game under control, like the number of players in a game.
(12) FeelingsCuriosity, competition, frustration, and happiness.
(13) ProgressPlayer growth and development.
(14) RelationshipsSocial interactions generate feelings of intense friendship, status, and altruism.
(15) AestheticsAesthetics, art, and visual elements are part of every game.
(16) ObjectivesAn essential part of the game, the player either achieves them or fails to achieve them at the end.
(17) The storyThis element provides significance and meaning to the experience and the context for implementing the tasks.
(18) TimeIt is used to motivate players to play.
(19) Attention curveIt is the flow and sequence of events during playing time to sustain the player’s interest.
(20) Repeat or second chanceThis option gives the player permission to lose.