تصميم بيئة تعلم نقال قائمة على محفزات الألعاب الرقمية لتنمية مهارات المشاركة الإلكترونية والدافعية للإنجاز لدى طلاب المرحلة الإعدادية


Ar

The aim of this research is to design a mobile learning environment based on gamification to develop electronic participation skills and motivation for achievement. To achieve this, the researcher developed a list of standards for designing a mobile learning environment based on gamification to develop electronic participation skills and motivation for achievement among middle school students. Designing the environment in light of these criteria, using the educational design model adopted by Al-Jazzar (2013) for research, then the researcher prepared the research tools that were represented in the electronic participation scale, achievement motivation scale, achievement test, and the environment applied On a sample of (60) middle school students (third grade of middle school), they were divided into two experimental groups and were randomly selected: The first experimental group (mobile learning environment), their number (30), and the experimental group two (the mobile learning environment based on gamification), their number (30), The experimental method was used in conducting the research experiment, and the results revealed that there were statistically significant differences between the two experimental groups in each from (electronic participation scale, measure of motivation to achievement, achievement test) for the benefit of the second experimental group, and in light of this the researcher presented a set of recommendations and proposed research. (Author’s abstract)