The aim of the study is to identify the effectiveness of an educational program based on gamification technology in developing the skills of programming smart device applications for second-year secondary students, and to. To achieve the goals of the study, the experimental curriculum was used in its semi-experimental design based on two experimental groups and an officer, and the. The study sample consisted of (60) students Ofof the second year secondary students in Abu Arish Governorate, it. It was divided into two groups: the first experimental group consisted of (30) students, and the other was composed of (30) students, and the. The researcher prepared an achievement test to measure the cognitive aspect of the skills of programming smart device applications, and a note card to measure the performance side of Smartsmart device programming skills, and the. The results showed that there were statistically significant differences at the level (0.05) between the mean scores of the experimental group of students and the control group students in the post-measurement for the achievement choice in favor of the experimental group, and the. The results also showed the presence of statistically significant differences at the level of ( 0,.05) between the mean scores of the students of the experimental group and the students of the control group in the post-observation of the observation card in favor of the experimental group, and the. The results also showed that the use of the educational program based on the gamification techniquetechniques is characterized by a high degree of effectiveness in developing the skills of programming applications devices Smartsmart device applications, with the experimental group wherein which students reached averagean average percentage gain in the cognitive level of (1.22) and the level of skill of (1.26), which is close to the ratio proposed by Black (Black that) to judge thejudge effectiveness of, and in. In the light of these findings, the researcher presented the recommendations and proposals.

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