You are in:Home/Publications/التفاعل بين نمطي محفزات الألعاب الرقمية (الأوسمه/ مؤشر التقدم) والأسلوب المعرفي (المعتمد /المستقل) في بيئة تعلم إلكتروني وأثره في تنميه مهارات البرمجه والتفكير الناقد لدى طلاب تكنولوجيا التعليم

Dr. Heba hessian abd-elhamed hussien dwam :: Publications:

Title:
التفاعل بين نمطي محفزات الألعاب الرقمية (الأوسمه/ مؤشر التقدم) والأسلوب المعرفي (المعتمد /المستقل) في بيئة تعلم إلكتروني وأثره في تنميه مهارات البرمجه والتفكير الناقد لدى طلاب تكنولوجيا التعليم
Authors: هبه حسين عبدالحميد حسين
Year: 2022
Keywords: Not Available
Journal: المجلة العلمية للدراسات والبحوث التربوية والنوعية – كلية التربية النوعية – جامعة بنها
Volume: Not Available
Issue: Not Available
Pages: Not Available
Publisher: Not Available
Local/International: Local
Paper Link: Not Available
Full paper Heba hessian abd-elhamed hussien dwam_The Interaction Between Two Types of Gamification Rewards.pdf
Supplementary materials Not Available
Abstract:

The study Aimed at identifying the effect of the interaction between the two types of Gamification rewards (badges / progress indicator) and the cognitive style (dependent / independent) in e-learning environment in developing programming skills and critical things skills among students of the second year in the Department of Educational Technology, Faculty of Specific Education, Benha University. The current research sample consisted of (80) students of the second year in the Department of Educational Technology at the Faculty of Specific Education, Benha University, of whom (40) students with dependent cognitive style, and the number (40) students with an independent cognitive style. The research sample was divided into four experimental groups, as follows: The first group: (20 cognitively dependent students / gamification (badges)). The second group: (20 cognitively dependent students / gamification (progress indicator)). The third group: (20 students, cognitively independent students / gamification (badges)). Fourth group: (20 students, cognitively independent students / gamification (progress indicator)). The study tools included the Observation Checklist for programming skills and the critical thinking test. The study Implemented the experimental Research method. The results of the study indicated that the students of the experimental group of independent cognitive style with the Gamification reward (progress indicator) were superior in both checklist for programming skills and critical thinking test.

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