أثر اختلاف تصميم بيئة محفزات الألعاب الإلكترونية القائم على نظريتي (معالجة المعلومات / البنائية الاجتماعية) في تنمية بقاء أثر التعلم وخفض الإجهاد التكنولوجي وتحليل المشاركات لدى طلاب تكنولوجيا التعليم
The purpose of the research is determining the impact of the different design of the gamification environment based on theory (information processing / social constructivism) in developing learning retention and reducing technostress and analyzing the participation of educational technology students. In this research, the experimental design with two experimental groups was used, which is an extension of the experimental design with one group. Extended One Group Pre-Test - Post - Test Design. The research included an independent variable with two designs: a gamification environment based on information processing theory, and a gamification environment based on social constructivist theory. The research included three dependent variables: survival of the impact of learning, and reduction of technostress. and analyzing student participation. The basic research sample consisted of (80) male and female students from the second year at the Faculty of Specific Education - Ain Shams University. This research belongs to the development research category. based on information processing theory) achieved better results than the second experimental group (gamification environment based on social constructivist theory) and This is with regard to learning retention, while the second experimental group (the gamification environment based on social constructivist theory) achieved better results than the first experimental group (the gamification environment based on information processing theory) in terms of reducing technostress. The research concluded a procedural recommendation that was formulated as a project A proposal to integrate the elements of gamification in basic education materials in the light of the principles of learning theories. (Published abstract)