effect of varying the level of density of digital game stimuli elements on developing technological skills The requirement is to study and teach Sharia sciences and enjoy learning them For students of the Islamic Studies Department

Document Type : Original Article

Author

قسم تکنولوجیا التعلیم کلیة التربیة بنین بالقاهرة جامعة الأزهر

Abstract

The goal the research is to develop the technological skills required to study and teach Islamic sciences and to enjoy learning them among students of the Islamic Studies Division by investigating the effect of varying the level of density of digital game stimuli elements (low-medium -high), and using a semi-experimental approach based on experimental design, the research sample consisted of students of the Islamic Studies Division at the Faculty of Education - Al-Azhar University in Cairo. Their number reached (30) students. They were divided into three experimental groups, and the measurement tools were an achievement test - a practical performance observation card and a measure of enjoyment of learning and after experimental treatment, the research reached a set of results, the most important of which are: the presence of statistically significant differences between the average scores of students in the experimental groups in the cognitive achievement test and skill performance. Related to technological skills and the measure of enjoyment of learning, the main effect is due to the diversity of the level of intensity of the digital game motivating elements used in favor of the third experimental group, which used a high level of intensity with indicators . The research presented a set of recommendations, the most important of which is working to employ Digital game stimulatory platforms help develop many educational skills, in addition to the necessity of training Islamic studies students to use and employ modern technological techniques in teaching Sharia subjects for different.

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