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العنوان
تطوير بيئة تعلم قائمة على محفزات الألعاب الإلكترونية لتنمية مهارات إنتاج الألعاب الرقمية لدى تلاميذ المرحلة الاعدادية واتجاهاتهم نحوها /
المؤلف
بدر، ثريا محمد حسن محمد.
هيئة الاعداد
باحث / ثريا محمد حسن محمد بدر
مشرف / عبدالعال عبدالله السيد
مشرف / زينب حسن حسن الشربيني
مناقش / زينب محمد امين
الموضوع
محفزات الألعاب الإلكترونية. الألعاب الرقمية، الاتجاه.
تاريخ النشر
2023.
عدد الصفحات
332 ص. :
اللغة
العربية
الدرجة
ماجستير
التخصص
تكنولوجيا التعليم
تاريخ الإجازة
1/1/2023
مكان الإجازة
جامعة المنصورة - كلية التربية - قسم تكنولوجيا التعليم
الفهرس
يوجد فقط 14 صفحة متاحة للعرض العام

from 332

from 332

المستخلص

The research aimed to develop the digital game production skills of middle school students and their attitudes towards them by developing a learning environment based on E-Game Gamification. The research sample consisted of first year middle school students and they were divided into two groups, each consisting of (30) male and female students (an experimental group and a control group). According to the quasi-experimental research design. The research tools were: data collection tools, which include: a list of digital game production skills, a list of standards for the electronic learning environment, and measurement tools: an achievement test, a digital game production skills observation card, a product quality assessment card, an attitude scale, And experimental treatment in: developing a learning environment based on gamification in electronic games. The results of the research revealed that there were differences between the average scores of the experimental group students in the pre- and post-measurements of the cognitive achievement test, the digital game production skills observation card, and the attitude scale in favor of the post-measurement. There were differences between the average scores of the experimental and control group students in the post-application of the product evaluation card in favor of the experimental group. Which means that electronic game stimuli have an effective effect in developing digital game production skills. The research results also found that there is a positive effect of electronic game stimuli on the development of cognitive achievement and the performance aspect of digital game production skills among the students of the experimental group. The results of the research recommended the necessity of integrating digital game stimuli into the educational content provided to students, especially in the intermediate educational stages, given the reliance of students at this stage on competitiveness and self-provement.