Activate the E-Training Platforms Based on The Gamification and Its Effect on The Development of Graduate Students ' of Critical Thinking Skills and Digital Empowerment

Document Type : Original Article

Authors

1 Assistant Professor of Educational Technology faculty of Graduate Studies Cairo University

2 Instructional technology teacher faculty of Graduate Studies Cairo University

Abstract

The current research aims to use some electronic training platforms based on Gamification and Its Effect on The Development of Graduate Students ' of Critical Thinking Skills and Digital Empowerment. and the research followed the experimental approach, where the research sample was represented in educational technology students 's professional diploma. and the research sample was randomly divided into Two groups, control groups that were (4) students studied in the traditional learning and the experimental group which were (4) students studied using electronic training platforms based on Gamification. The research included three tools: cognitive achievement test and critical thinking skills test and a note card for the digital empowerment  skills, and statistical methods were also used Mann-Whitney (U) test for two independent samples and Wilcoxon test for one group, and the results found that there is a statistically significant difference between the average of the control group students ranks and the average of the experimental group ranks in the post- and deferred post-test of cognitive achievement test and critical thinking test. The research reached a high level of digital empowerment among research sample.
 

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Volume 78, Issue 78 - Serial Number 78
مناهج وطرق التدریس ( اللغة العربیة- الإنجلیزیة – الفرنسیة – الریاضیات – العلوم- الفنون- الاقتصاد المنزلی- التجاری ... )
October 2020
Pages 2113-2207
  • Receive Date: 31 July 2020
  • Revise Date: 18 August 2020
  • Accept Date: 29 August 2020