أثر بيئة تعليمية إلكترونية قائمة على محفزات الألعاب في تنمية مهارات برمجة الهواتف الذكية لطالبات المرحلة الثانوية


Ar

This study aimed to investigate the impact of a gamification-based e-learning environment on developing smart phones' programming skills among secondary school students. The study employed the quasi-experimental pretest-posttest control group design. The instrumentation of this study was a test to assess the cognitive part of programming skills, and score card to evaluate the smart phones' programming skills. The two instruments were prepared by the researcher, and their reliability and validity were established, before they were used with the study groups. The sample of the study was randomly selected from two secondary schools in Riyadh. A total of 90 female students were involved; 45 in experimental group and 45 students in the control group. The experimental group studied using the gamification-based e-learning environment, while the control group was taught in the traditional method. Statistical data analysis revealed that the mean scores of the experimental group on both the test and score card were significantly higher than those of the control group. The effect size was notably high. Students in the experimental group showed much interest in learning and exhibited much enthusiasm while learning. The study recommends using gamification strategy in teaching computer, and other school subjects. (Published abstract)