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The Effectiveness of a Platform Based on Gamification in Developing Creative Thinking among Middle School Students

المصدر: مجلة الفنون والأدب وعلوم الإنسانيات والاجتماع
الناشر: كلية الإمارات للعلوم التربوية
المؤلف الرئيسي: Fallatah, Ahmed I. (Author)
المجلد/العدد: ع93
محكمة: نعم
الدولة: الإمارات
التاريخ الميلادي: 2023
الشهر: يوليو
الصفحات: 299 - 316
ISSN: 2616-3810
رقم MD: 1393490
نوع المحتوى: بحوث ومقالات
اللغة: الإنجليزية
قواعد المعلومات: HumanIndex
مواضيع:
كلمات المؤلف المفتاحية:
Platform | Gamification | Creative Thinking
رابط المحتوى:
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LEADER 02484nam a22002177a 4500
001 2143743
041 |a eng 
044 |b الإمارات 
100 |9 737183  |a Fallatah, Ahmed I.  |e Author 
245 |a The Effectiveness of a Platform Based on Gamification in Developing Creative Thinking among Middle School Students 
260 |b كلية الإمارات للعلوم التربوية  |c 2023  |g يوليو 
300 |a 299 - 316 
336 |a بحوث ومقالات  |b Article 
520 |b Gamifications are currently one of the key instruments for educational platforms as they can be used to encourage students to achieve learning goals and develop their thinking skills. One of the key skills needed in the modern educational setting is the ability to think creatively, and students in the creative education stages must cultivate this skill. Therefore, the goal of the current research is to determine whether a platform that uses Gamification can assist middle school students to improve their creative thinking. Using the quasi-experimental method, the first experimental group, which used the educational platform based on Gamification, was compared to the second experimental group, which used the same platform but without any Gamification. The research sample consisted of 60 ninth graders from Jeddah, kingdom of Saudi Arabia who were divided into two research groups randomly. In the computer and information technology learning material, a creative thinking skills measurement scale was developed. Three fundamental skills were measured on the scale: fluency, originality, and flexibility. The findings indicated that, the general creative thinking skills, as well as sub-cognitive thinking skills: the fluency, originality, and flexibility are best developed using an educational tool built on Gamification. 
653 |a التفكير الإبداعي  |a طلبة المدارس  |a المنصات التعليمية 
692 |b Platform  |b Gamification  |b Creative Thinking 
773 |4 الادب  |4 العلوم الإنسانية ، متعددة التخصصات  |6 Literature  |6 Humanities, Multidisciplinary  |c 014  |e Journal of Arts, Literature, Humanities and Sociology Sciences  |f Mağallaẗ al-funūn wa-al-adab wa-ʿulūm al-insāniyyāt wa-al-iğtimāʿ  |l 093  |m ع93  |o 1889  |s مجلة الفنون والأدب وعلوم الإنسانيات والاجتماع  |v 000  |x 2616-3810 
856 |u 1889-000-093-014.pdf 
930 |d y  |p y  |q n 
995 |a HumanIndex 
999 |c 1393490  |d 1393490