فاعلية تقنية التلعيب في بيئة التعلم الإلكترونية لتنمية مهارات إنتاج المواد الرقمية والتفكير الإبداعي لطالبات الدراسات العليا


Ar

This research focuses on identifying the effectiveness of using electronic gaming-technology in education environment for postgraduate students, at the faculty of education in Madinah for the academic year 2017/2018. The main aim of the considered electronic gaming-tools is for developing skills that are needed for: 1) producing digital materials and 2) for thinking creatively. Measuring these skills have been carried out using card-assessment methods. The study was based on an experimental approach using a sample of randomly selected 60 female students, divided equally into two groups (i.e., each group has 30 students). Our results indicate that there appears a clear effective and positive effect of using electronic gaming tools in education environment for devolving skills in general. (Published abstract)