فاعلية بيئة تعليمية رقمية قائمة على الألعبة (gamification) لتنمية مفردات اللغة الإنجليزية والدافعية فيها لدى طلاب المرحلة الثانوية


Ar

The research aimed to examine the effectiveness of digital learning environment based on gamification for developing second grade high school students’ English vocabulary and motivation. To achieve this goal, the quasi-experimental method design was used, and the study sample consisted of (32) second grade high school in Mohammed Al Shubaili School in Unaizah Region. The study sample was randomly divided into two groups: control and experimental, with (16) students in each one. The study was based on two instruments: the pre- and post-achievement test for measuring the achievement of students in the vocabulary of the English language, as well as the motivation scale towards learning English. In addition, the Quizlet experiment instrument as a gamification program, containing the vocabulary, was designed in the gamification software based on the general design model. The findings revealed that there were statistically significant differences between the mean rank of scores of the experimental and control groups in the post achievement test of English vocabulary and motivation in favour of the experimental group. Also, there were statistically significant differences between the mean rank of scores of the experimental group in the pre- and post-achievement test of the English vocabulary and motivation in favour of the post-achievement test. (Published Abstract)