Employing Digital Gamification Based on the Kahoot Program in Teaching Home Economics to Develop Electronic Social Competence and Adaptive Reasoning for Primary School Students.

Document Type : Original Article

Author

Faculty of Home Economics, Helwan University

Abstract

This research aims to identify the effectiveness of employing digital gamification based on the Kahoot program in teaching home economics to develop electronic social competence and adaptive reasoning for primary school students. The research sample consisted of (66) students in the fourth grade of primary school. There were two groups, a control group and an experimental group, the control group, which was taught in the usual way (32) students, and the experimental group, which was taught using the Kahoot program (34) students. The electronic social competency scale was prepared, and the adaptive reasoning test was prepared, and the digital gamification based on the Kahoot program is characterized by its effectiveness with regard to the development of electronic social competence. The electronic social competence as a whole and its skills in favor of the experimental group and adaptive reasoning. Also, a statistically significant difference was found at the level (0.05) between the mean scores of the students of the experimental and control groups in the post-measurement of the adaptive reasoning test as a whole and its dimensions in favor of the experimental group. There is also a positive correlation statistically significant at the level of (0.05). ) between the scores of the experimental group students in the post application of the electronic social competency scale and their scores in the adaptive reasoning test.

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