فاعلية استخدام التلعيب بواسطة الكاهوت في الفصول الإفتراضية في منصة مدرستي على التحصيل الدراسي في مادة الرياضيات في المرحلة الإبتدائية‎


Ar

This study aimed to identify the effectiveness of using gamification by Kahoot in Madrasati platform virtual classrooms to increase the mathematics achievement of sixth-grade students. The quasi-experimental approach was used in this study and the study sample consisted of (80) students from the sixth grade of Al-Waleed bin Qais primary school. The students were divided into two groups, an experimental group consisting of (40) students that were taught using gamification by Kahoot and a control group consisting of (40) students that were taught using the normal method. The study results showed that there were statistically significant differences at the level (0.05) between the average scores of the experimental and control groups in the post-test in favor of the experimental group. The difference in the post-test average is due to using Kahoot in mathematics teaching, which confirms the effectiveness of using Kahoot in increasing the mathematics achievement of sixth-grade students. (Published abstract)