واقع استخدام الألعاب الإلكترونية التعليمية في زيادة الدافعية والتحصيل الدراسي لدى طالبات المرحلة المتوسطة بجدة


Ar

This study aimed to study the reality of using educational electronic games to increase motivation and academic achievement among middle school students in Jeddah and it followed the descriptive, and the study population consisted of middle school teachers in Jeddah. The study sample consisted of (364) female teachers. The study used the questionnaire as a data collection tool. The most important findings of the study are that educational electronic games facilitate the student's quick access to information, which helps in raising the student's academic achievement. Educational electronic games are characterized by a variety of presentation methods, which helps to raise student awareness. And that educational electronic games need the Internet, which reduces the possibility of using them in some schools that do not have the Internet Which increases the difficulty of using electronic games to raise the level of academic achievement and increase the motivation of middle school students. Among the most important recommendations of the study are: Focusing on the content presented in electronic games, as it includes various aspects such as developing research and investigation skills in a way that ensures improving the student’s ability and thus raising his level of achievement, raising student participation through positive reinforcement during the game, taking into account the simplification of the scientific material presented in the game. Among the most important proposals of the study are: Conducting future studies on the challenges that female teachers face in using electronic games to raise the level of academic achievement and increase motivation among middle school students. (Author’s abstract)