نمط استراتيجية التفكير اللعبي التشاركي في مقرر إلكتروني ببيئة تعلم قائمة على الويب وأثرها على تنمية مهارات البرمجة والاتجاهات ودافعية الإنجاز لدى طلاب تكنولوجيا التعليم


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This research aims to detect the effect of the collaborative Gamification strategy pattern in an instructional web-based environment, on programming skills, Attitudes and achievement motivation. To attain this goal, the researchers prepared a list of criteria for the design of e-learning environment based on collaborative Gamification strategy and use the researchers used descriptive research and design-based research methodology, as well as experimental approach. This is through the application of the model of Mohammed Attia Khamis (2007), and included the research procedures selection of the sample composed of (30) students from the fourth year students of the Department of Educational Technology, was the use of experimental design knowledge to the design of one group with measurement pretest and posttests, and the search tools in the use of achievement test, Attitudes scale and the achievement motivation scale, and conducting research, the researchers applies the methods of statistical processing using appropriate software (SPSS), and continue the search to the following results: The effectiveness of the collaborative Gamification strategy pattern in an instructional web-based environment on programming skills, attitudes and achievement motivation among educational technology students'. (Published abstract)