بيئة تعلم ثلاثية الأبعاد قائمة على محفزات الألعاب الرقمية (القصص/ النقاط) لتنمية بعض المهارات البرمجية لدى طلاب تكنولوجيا التعليم وإنخراطهم في بيئة التعلم


Ar

The current research aims at revealing the most appropriate types of Gamifications (stories / points) in a three-dimensional environment for the development of programming skills with their cognitive and performance aspects, and to include Instructional Technology Students in the learning environment. In this research, the experimental design was used in terms of a pre-test and a post-test in two experimental groups. The research includes an independent variable, namely the type of games stimuli that include two types: stories and points. Meanwhile, the study has two experimental variables programming skills with their cognitive performance aspects plus students' Engaging in the three-dimensional learning environment. The research sample consists of eighty male and female students of the second year of Instructional Technology Division, Faculty of Specific Education, Port Said University. The research has revealed statistically significant differences at the level ≤ 0.05 between the average scores of the students of the two experimental groups in each of the cognitive achievement test, and the skills monitor card and students' Engaging criterion in the three-dimensional environment Learning Environment due to the major influence of the type of games stimuli in a three-dimensional Learning Environment based on games stimuli, statistical differences favoring the second experimental group that has studied a three-dimensional environment Learning Environment based on games stimuli of points versus the first group that has studied a three-dimensional Learning Environment based on games stimuli of stories. (Published Abstract)