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A1 الديب، راندا مصطفى A2 إبراهيم، زينب سميح رمضان AB The aim of the research is to know the effectiveness of a program based on digital game incentives in developing cognitive curiosity for kindergarten children. The research sample consisted of (60) children and girls, who were divided into three experimental groups, and the research tools and materials were represented in the preparation of the cognitive curiosity scale for kindergarten children, and the preparation of the digital game incentives program. The research tools were applied before and after the research sample, and the descriptive analytical approach and the quasi-experimental approach were used in order to monitor the scores and treat them statistically. The results indicated that there was a statistically significant difference between the mean scores of the children of the three experimental groups (paper-and-pencil educational activities/ traditional games/ digital game incentives) in the cognitive curiosity scale for kindergarten children due to the main effect of digital game incentives in the program presented to them. (Published abstract) http://search.shamaa.org/abstract_en.gif OP ص ص. 499-542 T1 برنامج قائم على محفزات الألعاب الرقمية لتنمية حب الاستطلاع المعرفي لأطفال الروضة [مقال] UL https://ijrc.journals.ekb.eg/article_170931_01b863c535ea9a7e581fb3cdf262580b.pdf النص الكامل (PDF) 1 http://search.shamaa.org/fulltext.gif