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The Impact of Using an E-Content Based on Gamification Technology on Developing English Communication Skills for the Secondary School Students

المصدر: تكنولوجيا التربية - دراسات وبحوث
الناشر: الجمعية العربية لتكنولوجيا التربية
المؤلف الرئيسي: Gerges, Beshoy L. (Author)
مؤلفين آخرين: Azmy, Nabil G. (Co-Author) , El Naggar, Mohamed E. (Co-Author)
المجلد/العدد: ع44
محكمة: نعم
الدولة: مصر
التاريخ الميلادي: 2020
الشهر: يوليو
الصفحات: 1 - 33
ISSN: 2636-3364
رقم MD: 1194832
نوع المحتوى: بحوث ومقالات
اللغة: الإنجليزية
قواعد المعلومات: EduSearch
مواضيع:
كلمات المؤلف المفتاحية:
E-Content | Gamification | English Communication Skills
رابط المحتوى:
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LEADER 02686nam a22002417a 4500
001 1940682
041 |a eng 
044 |b مصر 
100 |9 639548  |a Gerges, Beshoy L.  |e Author 
245 |a The Impact of Using an E-Content Based on Gamification Technology on Developing English Communication Skills for the Secondary School Students 
260 |b الجمعية العربية لتكنولوجيا التربية  |c 2020  |g يوليو 
300 |a 1 - 33 
336 |a بحوث ومقالات  |b Article 
520 |b 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. 
653 |a التعليم الثانوي  |a تدريس اللغة الإنجليزية  |a المهارات اللغوية  |a مهارات التواصل  |a التعليم الإلكتروني  |a المحتوى الإلكتروني  |a الألعاب التعليمية  |a التلعيب 
692 |b E-Content  |b Gamification  |b English Communication Skills 
700 |9 639550  |a Azmy, Nabil G.  |e Co-Author 
700 |9 639552  |a El Naggar, Mohamed E.  |e Co-Author 
773 |4 التربية والتعليم  |6 Education & Educational Research  |c 020  |f Tiknūlūǧyā Al-Tarbiyyaẗ Dirāsāt wa Buḥūṯ  |l 044  |m ع44  |o 0242  |s تكنولوجيا التربية - دراسات وبحوث  |t Education Technology - Studies and Research  |v 000  |x 2636-3364 
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