E_learning environment based on gamification and its impact in engagement learning and its effect preserving among preparatory pupils with low and high motivation for achievement

Document Type : Original Article

Authors

1 minia

2 Helwan university

3 minia university

Abstract

Abstract:
The research aims to reveal the effect of E_learning environment based on gamification and its impact in engagement learning and its effect preserving among preparatory pupils with low and high motivation for achievement.The study sample consisted of (68) students from the first year of middle school, and the results of the research resulted in a statistically significant difference at the significance level (0.05) between The average scores of the students of the two experimental groups in the delayed post-achievement test and the learning engagement scale for the benefit of students with high achievement motivation, the research recommended the need to take advantage of the list of criteria for designing an E_learning environment based on gamification that were prepared in the current research to develop programming skills in Scratch language for prep students. Paying attention to E_learning environment based on gamification, and using them in rigid theoretical courses that lack technology and their learning applications.
Keywords: gamification – achievement motivation-learning engagement - learning effect preserving - Prep School students

Keywords

Main Subjects