Published July 23, 2021 | Version v1

فاعلية توظيف استراتيجية التلعيب في تنمية التحصيل المعرفي والدافعية نحو تعلم التكنولوجيا لدى طالبات الصف العاشر الأساسي بمحافظات غزة

  • 1. education

Description

The study aimed to identify the effectiveness of employing a gamification strategy in  developing of an academic achievement and motivation towards learning the technology among female students of the tenth grade academic in Gaza, To achieve the objectives of the study, the researcher used the experimental method where it was applied to a randomly selected sample consisting of (70) female students of the tenth grade in the Sabra and Shatila Secondary School, divided into 35 groups for the experimental group and 35 for the control group. The experiment was implemented in the second semester of the academic year (2017 - 2018), where the researcher prepared an achievement test in the field of technology. The validity of the test was verified by referees validity and internal Consistency.  It also prepared the motivation scale towards learning the technology and confirmed. The results showed statistically significant differences in student achievement in technology for the group studied in the gamification method. The result of the motivation scale towards learning the technology showed positive results for the gamefication method.The study aimed to identify the effectiveness of employing a gamification strategy in  developing of an academic achievement and motivation towards learning the technology among female students of the tenth grade academic in Gaza, To achieve the objectives of the study, the researcher used the experimental method where it was applied to a randomly selected sample consisting of (70) female students of the tenth grade in the Sabra and Shatila Secondary School, divided into 35 groups for the experimental group and 35 for the control group. The experiment was implemented in the second semester of the academic year (2017 - 2018), where the researcher prepared an achievement test in the field of technology. The validity of the test was verified by referees validity and internal Consistency.  It also prepared the motivation scale towards learning the technology and confirmed. The results showed statistically significant differences in student achievement in technology for the group studied in the gamification method. The result of the motivation scale towards learning the technology showed positive results for the gamefication method.

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Journal article: gnd:2789-194 (gnd)