أثر استخدام الألعاب الرقمية التعليمية في تنمية قواعد اللغة الإنجليزية لدى طالبات الصف الأول المتوسط بمدينة مكة المكرمة
The aim of the study to recognize the effect of using educational digital games on developing English grammar capabilities for first grade intermediate students. To achieve the goal of the study, the researcher followed the quasi-experimental approach based on the design of the two groups: experimental and control. Also, she designed an achievement test in developing English grammar. On the other hand, the study sample consisted of (42) female students, who were divided into two groups: an experimental group that included (22) students, who were taught by using educational digital games, and a control group included (20) female students, who were taught by the usual method. The data were processed using the Mann Whitney U test for two independent samples group (that did not follow a normal distribution, and the Rank biserial correlation (rprb) to calculate the magnitude impact. The study has achieved the following result: 1) There are differences of statistical significance at the level of significance (5.0) between the scores of the experimental group and the control group in the rules of the present simple from the post test in favor of the experimental group. 2) There are differences statistical significance at the level of significance (5.0) between the scores of the experimental group and the control group in the present progressive form of the post test in favor of the experimental group. 3) There are differences statistical significance at the level of significance (5.0) between the scores of the experimental group and the control group in the present perfect form of the post test in favor of the experimental group. In light of the results of the study, a set of recommendations were presented, such as: the need to pay attention to the use of educational digital games as an entrance to teach English rules at all educational levels, and to encourage English teachers to use educational digital games in the educational process as one of the ways that increase the stimulation of learning. For that, the researcher suggests a number of future research works, such the effectiveness of using educational digital games in developing English grammar rules for students with learning difficulties in the English language course, the effectiveness of educational digital games in developing other variables such as critical thinking and creative thinking, the effect of using educational digital games in the development of multiple intelligences. And creative thinking. (Published abstract)