أثر اختلاف نمط تقديم محفزات الألعاب الإلكترونية (الشارات، و قوائم المتصدرين) القائمة على تحليلات التعلم لتنمية مهارات برمجة الروبوت التعليمي و الدافعية للإنجاز لدى طلاب برنامج STEM بكلية التربية
Joint Authors
الشربيني، زينب حسن حسن
ميسون عادل منصور
Issue
Vol. 4, Issue 3 (31 Dec. 2021), pp.607-708, 102 p.
Publisher
International Association of Education and E-Learning
Publication Date
2021-12-31
Country of Publication
Egypt
No. of Pages
102
Main Subjects
Topics
- Researchers
- Education
- Educational technology
- Students
- Knowledge acquisition
- Academic achievement
- Electronic games
- Robotics
- Motivation(Psychology)
- Achievement motivation
- Skills
- Persons
- Design of experiments
Abstract EN
The aim of this research is to identify the impact of presenting two different types of Gamifications (badges, leaderboards) based on learning analyzes a to determine their effectiveness on developing educational robot programming skills and achievement motivation among students of the STEM program at the College of Education.
The basic experiment was conducted on a sample of (22) male and female students of the first year of the STEM program in the first semester of the year 2021/2022 in the Faculty of Education, Mansoura University, and students were randomly divided into two experimental groups according to the experimental design of the research, the First Experiment group: depended on the pattern of Gamification (badges) based on learning analytics is presented.
The second experimental group: depended on the pattern of Gamification s (leaderboards) based on learning analytics was presented.
The research tools consisted of an achievement test, a scale for observing educational robot programming skills, and an achievement motivation checklist.
The results of the research revealed that there are differences between the grades of the two experimental groups.
In the pre and post assessments of the cognitive achievement test, the scale of observation of educational robot programming skills, and the scale of motivation in favor of the post measurement, which means that Gamification (badges, leaderboards) based on learning analyzes have an effective impact on developing educational robot programming skills and achievement motivation, as the results of The research concluded that the group that used the pattern of Gamification (leaderboards) based on learning analyzes had an effective impact on developing the cognitive aspect, developing the performance aspect of the skills of the educational robot and increasing the motivation to learn among students of the STEM program at the College of Education, due to the nature of the Gamification stimulus pattern (leaderboards).
) in increasing students' interaction and increasing competition among them according to the analyzes of their learning, and the design model, which the researchers followed during the design and production of patterns of Gamification based on learning analytics, where the pattern of Gamification stimuli (badges, leaderboards) was used using an educational design model for the two researchers, and the program was structured in the form of an educational game.
It was studied via personal learning devices, and the display of screens was organized interactively.
American Psychological Association (APA)
الشربيني، زينب حسن حسن وميسون عادل منصور. 2021. أثر اختلاف نمط تقديم محفزات الألعاب الإلكترونية (الشارات، و قوائم المتصدرين) القائمة على تحليلات التعلم لتنمية مهارات برمجة الروبوت التعليمي و الدافعية للإنجاز لدى طلاب برنامج STEM بكلية التربية. مج. 4، ع. 3، ص ص. 607-708.
https://search.emarefa.net/detail/BIM-1464208
Modern Language Association (MLA)
الشربيني، زينب حسن حسن وميسون عادل منصور. أثر اختلاف نمط تقديم محفزات الألعاب الإلكترونية (الشارات، و قوائم المتصدرين) القائمة على تحليلات التعلم لتنمية مهارات برمجة الروبوت التعليمي و الدافعية للإنجاز لدى طلاب برنامج STEM بكلية التربية. مج. 4، ع. 3 (كانون الأول 2021)، ص ص. 607-708.
https://search.emarefa.net/detail/BIM-1464208
American Medical Association (AMA)
الشربيني، زينب حسن حسن وميسون عادل منصور. أثر اختلاف نمط تقديم محفزات الألعاب الإلكترونية (الشارات، و قوائم المتصدرين) القائمة على تحليلات التعلم لتنمية مهارات برمجة الروبوت التعليمي و الدافعية للإنجاز لدى طلاب برنامج STEM بكلية التربية. . 2021. مج. 4، ع. 3، ص ص. 607-708.
https://search.emarefa.net/detail/BIM-1464208
Data Type
Journal Articles
Language
Arabic
Notes
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Record ID
BIM-1464208