أثر استخدام تطبيقات التلعيب في تنمية مهارة القراءة باللغة الانجليزية لطلبة الصف الثالث الأساسي


Ar

This study aimed to investigate the effect of gamification on English oral reading skill for third grade students. The quasi-experimental method was used to answer the study’s question, and the sample consisted of all 3rd grade students (males and females students) in one of the private schools in Amman, they were randomly assigned to two experimental groups with (25) students for each group. The first group was taught oral reading by using Kahoot, and the other group was taught by using Wordwall. To collect data observation card was designed and pre- and post-intervention during the second semester of the academic year 2022/2023. The results indicated that there was an effect of using gamification on oral reading skill. The results also showed statistically significant differences at (α = 0.05) between the groups (Kahoot and wordwall) in favour of the experimental group who were taught by using Kahoot. The study recommended using gamification applications while teaching English language skills specifically oral reading skill. (Author's abstract)