Effectiveness of the use of the E-Gamification strategy to develop the educational achievement of the preparatory students in Dammam City and their attitudes towards it.
Hatim IbrahimPublished in: Educ. Inf. Technol. (2020)
Keyphrases
- attitudes toward
- experimental group
- learning achievement
- european higher education
- computer skills
- control group
- college students
- statistically significant
- educational technology
- high school
- sixth grade
- student attitudes
- computer usage
- learning styles
- computer technology
- training program
- e learning
- student learning
- distance education
- learning outcomes
- teaching methods
- quantitative data
- learning activities
- gender differences
- learning goals
- perceived usefulness
- computer assisted instruction
- learning environment
- computer lab
- survey instrument
- game based learning
- virtual learning environments
- participants included
- game mechanics
- elementary students
- learning process
- serious games
- learning community
- intelligent tutoring systems
- word processing
- learning experience
- eighth grade
- learning strategies
- online course
- computer assisted language learning
- positive attitude
- distance learning
- higher education
- video games