الأمثلة الداعمة في بيئة تعلم نقال قائمة على نمطين من محفزات الألعاب لتنمية مهارات التفكير الحاسوبي ورفع مستوى فاعلية الذات الأكاديمية لدى طلاب تكنولوجيا التعليم


Ar

The study aims to reveal the effect of scaffolded examples in a mobile learning environment based on two patterns of gamification (badges – leader – boards) on developing computational skills and raising academic self–efficacy level of teacher students. The study employs the experimental method. The research sample is (74) senior students in Instruction Technology Division, Faculty of Specific Education, Minia University. The participants were divided into two experimental groups. Cognitive aspects test of computational skills and scale of academic self-efficacy were given to the two groups before being introduced to the intended experiment. The test and the scale were given again after finishing the experiment. The results revealed that the second experimental group, who studied using Scaffoled examples in a mobile learning environment based on leader-boards gamification, surpassed the first experimental group, who studied using scaffolded examples in a mobile learning environment based on badges gamification, in both the test, the evaluation card and the academic self-efficacy scale. (Published abstract)