Volume - 13 | Issue-1
Volume - 13 | Issue-1
Volume - 13 | Issue-1
Volume - 13 | Issue-1
Volume - 13 | Issue-1
The current study attempts to investigate how well educational gaming applications foster original thought. The research sample consisted of two groups: an experimental group that used instructional gaming programs to study an interactive multimedia course, and a control group that used the conventional approach. Each group had 33 students in it. The test of creative thinking was a method employed to accomplish the research's goal. The study found that students in the experimental group (learning using instructional gaming applications) outperformed those in the control group (conventional learning) in terms of creative thinking (total score), as well as in terms of fluency, flexibility, and originality