أثر استخدام التلعيب في الرياضيات عبر منصة classcraft لتنمية الذكاء الإبداعي والمشاعر الأكاديمية تجاه الرياضيات لدى طلاب المرحلة الإعدادية


Ar

The purpose of this research is to study the effect of using gamification in mathematics through the ClassCraft platform to develop creative intelligence and academic emotions towards mathematics of preparatory stage students in the city of El Kharga in the New Valley. The research sample consisted of (70) male and female students of the first year of prep school, they were randomly divided into two groups: an experimental group studied the unit of Geometry and Measurement according to gamification via the ClassCraft platform, and a control group who studied the same unit in the usual way. A teacher's guide and a student's guide have been prepared in the Geometry and measurement unit according to gamification via the ClassCraft platform, a test of creative intelligence in mathematics, and a scale of academic emotions towards mathematics have been built. The results of the research found a statistically significant difference at the level (0.01) between the mean scores of the experimental group students and the scores of the control group students in the post application of the creative intelligence test in favor of the experimental group, as well as the presence of a statistically significant difference at the level (0.01) between the mean scores of the experimental group and the scores of the students of the control group in the post-application of the measure of academic emotions towards mathematics in favor of the experimental group. In light of the results, the research recommends the need to train teachers to use ClassCraft in teaching mathematics topics and encourage teachers to develop creative intelligence and improve academic emotions towards mathematics among middle school students. (Published abstract)