Effectiveness of the use of the E-Gamification strategy to develop the educational achievement of the preparatory studen
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Effectiveness of the use of the E-Gamification strategy to develop the educational achievement of the preparatory students in Dammam City and their attitudes towards it Hatim Ibrahim 1 Received: 18 November 2019 / Accepted: 12 March 2020/ # The Author(s) 2020
Abstract The goal of the current research to identify the effectiveness of the use of the strategy of electronic defects in the development of the educational techniques of the students of the middle level in Dammam city and the direction towards it, the descriptive and semiexperimental curriculum was used, for their content for research purposes, and has been The total number of members of the sample (170) students, divided into an experimental group and the number of its members (85) students, the number of members of the control group (85) students and the researcher used the test achievement in the subjects of educational techniques, and the measure of direction towards them and the research found the existence of statistically significant differences, between Average student grades of the experimental group, student grades of the control group, in the dimension measurement, of the attainment test, and the existence of statistically significant differences between the average grades of students of the experimental group and the grades of the students of the control group in the dimensional measurement of the trend measure towards the strategy of the defect Electronic for the benefit of the experimental group. Keywords E-GamificationStrategy . Educational Achievement . The Preparatory Students
. Dammam City . Attitudes
1 An introduction Playing is an activity - mental - physical - important for the individual - large or small because of his contribution to the formation of his personality in all aspects: cultural -
* Hatim Ibrahim [email protected]
1
Department of Educational Technology, College of Education, Imam Abdurrahman Bin Faisal University, P. O. Box 1982, Dammam 31441, Saudi Arabia
Education and Information Technologies
linguistic - skills - emotional - mental - moral, as it meet various needs such as: recreation - education - emptying excess energy, developing his thinking and It helps him adapt in different environments through training in social role-playing and also helps him to control his emotions and control his stress, and has a different importance from one category to another and is individually or collectively organized or automatically (Richard & Michael 2017, PP. 499), and Educational games provide a fertile environment that helps to grow due to the advantages and excitements that provoke motivation and positive attitudes towards them, and urges active interaction with the educational material, which makes the individual attracted to it and seeks to deal with it in an entertaining and enjoyable way to achieve the objectives of the scientific subject Emotional, cognitive, skilled (Richard & Michael 2017, PP. 507). Stephen, & Martin, (2010, P.105) considers it an educational experience that provides entertainment and fun for
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