المستخلص: |
This study investigated the impact of using E-content based on Gamification technology on developing English communication skills in the Secondary School in Egypt. In order to attain the objectives of the study, a set of hypotheses were designed and tested through a set of statistical methods. For data collection, the researcher used a Qausi-experimental method by using an experimental group of (25) students and a control group of (25) students. The main tool of the study was a Gamified E-content built via (www.creat.kahoot.it). The pre-test of English communication skills was applied to examine students‟ levels of both groups. The experimental group was taught using the Gamified E-content while the control group was taught the content traditionally. At the end, the post-test was also applied for both groups to check improvement. The data was collected, and the test scores were computed using SPSS (V.22) software to answer the questions of this study. Based on the findings, the researcher found that there was a significant effect using E-content based n Gamification on developing English communication skills for the Students in favour of the experimental group. The researcher recommended that teachers should give more emphasis to the use of Gamification for its positive effects on developing English communication skills.
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