أثر استخدام ألعاب الحاسوب في التحصيل المباشر والمؤجل في الرياضيات لدى طلبة الصف الثاني الأساسي
This study aimed to identify the impact of using computer games on immediate and delayed achievement in mathematics among second grade students in Jordan, compared to traditional methods. The quasi-experimental method was used to achieve the objectives of this study, and the sample consisted of 72 male and female students from the second grade. The study tool was an achievement test that was verified for validity and reliability and was used to measure the immediate and delayed achievement of both the experimental and control groups. A set of computer games designed on the Kahoot, Word Wall platforms was used. The results showed statistically significant differences in achievement levels (at α=0.05) between the means of the experimental and control groups in favour of the experimental group. Considering these results, the researcher recommended the use of computer games through the Kahoot, Word Wall platforms in teaching mathematics to second grade students. (Author’s abstract)