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Exploring the Impact of Gamification in Elearning Environments in Levelling up Tolerance of Ambiguity

المصدر: مجلة الفنون والأدب وعلوم الإنسانيات والاجتماع
الناشر: كلية الإمارات للعلوم التربوية
المؤلف الرئيسي: Najmi, Ali Hassan (Author)
المجلد/العدد: ع113
محكمة: نعم
الدولة: الإمارات
التاريخ الميلادي: 2024
الشهر: أكتوبر
الصفحات: 558 - 571
ISSN: 2616-3810
رقم MD: 1542717
نوع المحتوى: بحوث ومقالات
اللغة: الإنجليزية
قواعد المعلومات: +HumanIndex
مواضيع:
كلمات المؤلف المفتاحية:
Tolerance of Ambiguity | Gamification | E-Learning Environments
رابط المحتوى:
صورة الغلاف QR قانون
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041 |a eng 
044 |b الإمارات 
100 |9 818368  |a Najmi, Ali Hassan  |e Author 
245 |a Exploring the Impact of Gamification in Elearning Environments in Levelling up Tolerance of Ambiguity 
260 |b كلية الإمارات للعلوم التربوية  |c 2024  |g أكتوبر 
300 |a 558 - 571 
336 |a بحوث ومقالات  |b Article 
520 |b Gamification significantly enhances students' capabilities in addressing challenges. E-learning environments encompass various learning scenarios that present considerable challenges for learners, including competitions and conflicts that may influence their capacity to navigate these situations. Tolerance of ambiguity refers to an individual's capacity to navigate situations characterized by conflicts and uncertainty regarding achievable outcomes. The present study investigates the impact of gamification on enhancing learners' ambiguity tolerance, as it serves as a mechanism to improve their capacity to confront challenges and foster motivation in educational contexts. A quasi-experimental design was employed to compare the experimental group utilizing a gamification-based e-learning environment with the control group that engaged with the same environment devoid of gamification. The research sample comprised 60 tenth-grade students from the Jeddah Educational Department, who were randomly assigned to two research groups. A scale for measuring tolerance of ambiguity was employed following the verification of its reliability and stability, comprising (60) items. The findings indicated that a gamification-based e-learning environment is superior to a non-gamified e-learning environment in enhancing tolerance for ambiguity. Employing gamification to enhance cognitive styles is essential at this time, as it is likely to yield positive effects on learning outcomes. 
653 |a التعلم الإلكتروني  |a التعلم القائم على اللعب  |a طلبة المرحلة المتوسطة  |a نتائج التعلم  |a السعودية 
692 |b Tolerance of Ambiguity  |b Gamification  |b E-Learning Environments 
773 |4 الادب  |4 العلوم الإنسانية ، متعددة التخصصات  |6 Literature  |6 Humanities, Multidisciplinary  |c 025  |e Journal of Arts, Literature, Humanities and Sociology Sciences  |f Mağallaẗ al-funūn wa-al-adab wa-ʿulūm al-insāniyyāt wa-al-iğtimāʿ  |l 113  |m ع113  |o 1889  |s مجلة الفنون والأدب وعلوم الإنسانيات والاجتماع  |v 000  |x 2616-3810 
856 |u 1889-000-113-025.pdf 
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995 |a +HumanIndex 
999 |c 1542717  |d 1542717 

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