بيئة تعلم الكترونية قائمة على محفزات الألعاب الرقمية لتنمية مهارات الفيجوال بيزك دوت نت لدى تلاميذ المرحلة الإعدادية.

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Title: بيئة تعلم الكترونية قائمة على محفزات الألعاب الرقمية لتنمية مهارات الفيجوال بيزك دوت نت لدى تلاميذ المرحلة الإعدادية.
Alternate Title: E-learning Environment Based on Gamification to Develop the Skills of Visual basic.net Application Production 0the Students of Preparatory Schools.
Authors: محمود سيد محمود س1 mahmoud.sayed4@edu.aun.edu.eg, أحلام دسوقي عارف2 ahlam.ibrahim@edu.aun.edu.eg, منی زهران محمد عب3 mona.abdelhakim@edu.aun.edu.eg, محمد سيد أحمد محم4 mosayed8980@gmail.com
Source: Journal of the Faculty of Education, Assuit University. Nov2025, Vol. 41 Issue 11, Part 4, p1-31. 31p.
Subject Terms: *Gamification, *Preparatory school students, *Achievement motivation, *Pre-tests & post-tests, *Digital learning, Microsoft Visual Basic (Computer program language), Software engineering
Abstract: Abstract This study aimed to explore the effectiveness of a digital game-based e-learning environment in developing Visual Basic .NET application development skills and achievement motivation among preparatory stage students. The research adopted a quasi-experimental design with two groups (experimental and control) and used pre- and post-testing to measure the outcomes. The sample consisted of 60 third-grade preparatory students from Monqabad Preparatory School for Boys in Assiut Governorate, divided into: • an experimental group (30 students from class 3/2) who had access to digital devices and were taught using the designed game-based elearning environment، • and a control group (30 students from class 3/1) who received instruction via traditional teaching methods. To measure the impact, the researcher developed and administered the following tools both before and after the intervention: • an achievement test in VB.NET programming، • a performance observation checklist، • a product evaluation rubric، • and an achievement motivation scale. The results showed statistically significant differences at the 0.01 level in favor of the experimental group across all measures: • higher performance in the post-achievement test (both overall and in sub-skills( • improved practical performance as observed through the checklist. • and increased motivation for achievement. These findings support the effectiveness of integrating digital game-based elements into e-learning environments to enhance both technical skills and motivation among preparatory students. [ABSTRACT FROM AUTHOR]
Copyright of Journal of the Faculty of Education, Assuit University is the property of Association of Arab Universities and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: بيئة تعلم الكترونية قائمة على محفزات الألعاب الرقمية لتنمية مهارات الفيجوال بيزك دوت نت لدى تلاميذ المرحلة الإعدادية.
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  Data: E-learning Environment Based on Gamification to Develop the Skills of Visual basic.net Application Production 0the Students of Preparatory Schools.
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  Data: <searchLink fieldCode="JN" term="%22Journal+of+the+Faculty+of+Education%2C+Assuit+University%22">Journal of the Faculty of Education, Assuit University</searchLink>. Nov2025, Vol. 41 Issue 11, Part 4, p1-31. 31p.
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  Data: *<searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br />*<searchLink fieldCode="DE" term="%22Preparatory+school+students%22">Preparatory school students</searchLink><br />*<searchLink fieldCode="DE" term="%22Achievement+motivation%22">Achievement motivation</searchLink><br />*<searchLink fieldCode="DE" term="%22Pre-tests+%26+post-tests%22">Pre-tests & post-tests</searchLink><br />*<searchLink fieldCode="DE" term="%22Digital+learning%22">Digital learning</searchLink><br /><searchLink fieldCode="DE" term="%22Microsoft+Visual+Basic+%28Computer+program+language%29%22">Microsoft Visual Basic (Computer program language)</searchLink><br /><searchLink fieldCode="DE" term="%22Software+engineering%22">Software engineering</searchLink>
– Name: Abstract
  Label: Abstract
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  Data: Abstract This study aimed to explore the effectiveness of a digital game-based e-learning environment in developing Visual Basic .NET application development skills and achievement motivation among preparatory stage students. The research adopted a quasi-experimental design with two groups (experimental and control) and used pre- and post-testing to measure the outcomes. The sample consisted of 60 third-grade preparatory students from Monqabad Preparatory School for Boys in Assiut Governorate, divided into: • an experimental group (30 students from class 3/2) who had access to digital devices and were taught using the designed game-based elearning environment، • and a control group (30 students from class 3/1) who received instruction via traditional teaching methods. To measure the impact, the researcher developed and administered the following tools both before and after the intervention: • an achievement test in VB.NET programming، • a performance observation checklist، • a product evaluation rubric، • and an achievement motivation scale. The results showed statistically significant differences at the 0.01 level in favor of the experimental group across all measures: • higher performance in the post-achievement test (both overall and in sub-skills( • improved practical performance as observed through the checklist. • and increased motivation for achievement. These findings support the effectiveness of integrating digital game-based elements into e-learning environments to enhance both technical skills and motivation among preparatory students. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Journal of the Faculty of Education, Assuit University is the property of Association of Arab Universities and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Text: Arabic
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      – SubjectFull: Preparatory school students
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      – SubjectFull: Achievement motivation
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      – SubjectFull: Microsoft Visual Basic (Computer program language)
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      – SubjectFull: Software engineering
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      – TitleFull: بيئة تعلم الكترونية قائمة على محفزات الألعاب الرقمية لتنمية مهارات الفيجوال بيزك دوت نت لدى تلاميذ المرحلة الإعدادية.
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            NameFull: محمود سيد محمود &#1587
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              Text: Nov2025
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              Y: 2025
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