 
								نوع المستند : المقالة الأصلية
المؤلف
أستاذ تکنولوجيا التعليم المساعد کلية التربية - جامعة حلوان
المستخلص
الكلمات الرئيسية
الموضوعات الرئيسية
عنوان المقالة [English]
المؤلف [English]
the Research aims at determining the most suitable gamification type(personal challenges/ limited social  comparisons/ completed  comparisons) in the Flipped Classroom Environment to develop achievement and the skills of designing &presenting digital information services and engaging in the Flipped Classroom Environment for second year, instructional technology department in the curriculum services of learning resources centers.
The Extension of one group experimental design, pre-post test are used in three different experimental treatments(research experimental groups). The Eesearch has independent variable which is gamification type which has three types(personal challenges/ limited social  comparisons/ completed  comparisons), and it has three dependent variables which are developing achievement for the curriculum services of learning resources centers, developing digital Information Services  designing and presenting skills, and students engaging in the flipped classroom environment. The research sample consists of 33 students from second year instructional technology department in faculty of Education , Helwan university.
The Results showed that there are differences of statistical significance at the level of ≥ 0.05 between the average scores of the experimental group students in  achievement test and the product evaluation card  of digital information services designing and presenting  and engaging scale in flipped classroom returns to the main effect of gamification type in the flipped classroom   for the sake of the two groups , the first group (gamification based  on personal challenges) and the second group(gamification based on limited social comparisons) versus the third group(gamification based  on completed social  comparisons)