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. |
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| 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] |
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| Database: | Education Research Complete |
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