Open Access. Powered by Scholars. Published by Universities.®

Education Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 7 of 7

Full-Text Articles in Education

The Impact Of Using Gamified Augmented Reality In Developing Learning Engagement And Quality Of Learning Life Among Tenth-Grade Physics Students, Majed A. Alharthi Dr. Apr 2024

The Impact Of Using Gamified Augmented Reality In Developing Learning Engagement And Quality Of Learning Life Among Tenth-Grade Physics Students, Majed A. Alharthi Dr.

International Journal for Research in Education

The research aimed to examine the impact of gamified augmented reality (AR) on engagement in learning and the quality of educational life. The research sample included (90) tenth grade students distributed in three schools, and they were distributed into three groups of (30) students in each group, the first experimental group taught using gamified AR, the second experimental group taught using non- gamified AR, and the third is a control group taught in the usual way in the classroom, and each school included an independent group of research groups. A quasi-experimental design was adopted to study the impact of using …


The Effect Of Using Flipped Classrooms Based On Gamification In Developing Self-Regulated Learning Skills And Educational Resilience Among Third-Intermediate Students In English Language, Ali H. Najmi Phd Oct 2023

The Effect Of Using Flipped Classrooms Based On Gamification In Developing Self-Regulated Learning Skills And Educational Resilience Among Third-Intermediate Students In English Language, Ali H. Najmi Phd

International Journal for Research in Education

This research examined the effect of flipped classrooms based on gamification on developing self-regulated learning skills and educational resilience among students of intermediate schools in English language. The research sample included (90) students in the third intermediate grade who were selected from three schools in Jeddah, and they were distributed into three groups, with (30) students in each group. A quasi-experimental design was used to study the effect of using flipped classrooms based on gamification on self-regulated learning skills and educational resilience. The researcher developed a measure for self-regulated learning skills that included (28) phrases distributed over (4) axes, namely: …


The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad Feb 2022

The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad

International Journal for Research in Education

Abstract

This study aimed to identify the effect of using the gamification strategy on academic achievement and motivation towards learning problem-solving skills in computer and information technology course. A quasi-experimental method was adopted. The study population included tenth-grade female students in Al-Badi’ah schools in Riyadh. The sample consisted of 54 students divided into two equal groups: control group and experimental group. The study tools comprised an achievement test and the motivation scale. The results showed that there were statistically significant differences between the two groups in the academic achievement test in favor of the experimental group, with a large effect …


The Impact Of Virtual Classroom Template On The Development Of Cognitive Skills, Infographic Production Quality And Usability, Amal Nasralden, Mohamed El-Sherbeny Oct 2019

The Impact Of Virtual Classroom Template On The Development Of Cognitive Skills, Infographic Production Quality And Usability, Amal Nasralden, Mohamed El-Sherbeny

International Journal for Research in Education

This study aims at pointing out the impact of "lobby mode" versus that of "analytical mode" on developing cognitive skills, quality of production and usability of the model system; all through using Adobe Connect. An achievement was developed and it consisted of 20 lexicon to measure the cognitive skills of instructional infographic design. In addition, an assessment card has been used to assess the final production in terms of quality. The card is composed of 44 texts designed to measure the quality of infographic. Besides, a measuring scale has been founded, that is composed of 55 phrases distributed among five …


The Impact Of Interactive Video On The Academic Achievement Among First Grade Secondary School Students, Saad A. Aldosari, أحمد زيد آل مسعد Dr. Jul 2019

The Impact Of Interactive Video On The Academic Achievement Among First Grade Secondary School Students, Saad A. Aldosari, أحمد زيد آل مسعد Dr.

International Journal for Research in Education

This study has been conducted to assess " The Impact of Teaching by using Interactive Video on the Academic Achievement on computer subject of first year secondary", for Wadi Al Dawasir Province. The research sample consisted of (48) students divided into two groups, experimental and control groups. The experimental group studied the subject using "Interactive Video", while the control group used the "Linear Video" approach as a method of instruction. In order to achieve the above-mentioned purpose of the study, the researcher has designed the tool of the study which is an academic achievement test of 3 levels of Bloom's …


The Impact Of Snapchat Use With Structured Peer Teaching Strategy On Developing Practical Computer Skills Among Students’ And Their Attitudes Towards It, Noura Saud Alhazzani Dr, Nouf M. Alsuwilmi Ta May 2019

The Impact Of Snapchat Use With Structured Peer Teaching Strategy On Developing Practical Computer Skills Among Students’ And Their Attitudes Towards It, Noura Saud Alhazzani Dr, Nouf M. Alsuwilmi Ta

International Journal for Research in Education

Abstract:

This study aimed to identify the impact of using a structured peer teaching strategy based on SnapChat on the development of practical skills for secondary school second-year female students in a computer course unit. The study focusses on the attitudes of female students towards the use of SnapChat as a systematic peer teaching strategy. The sample of the study consisted of (50) female secondary school students in Riyadh in the second semester of the year 1438/1439 H corresponding to 2017/2018 AD. To achieve the goals of this study, the researchers used the semi-experimental method and used the following tools: …


Building A Supportive Environment For Subjective And Collaborative Learning By Adopting A Flipped Classroom Method And Relying On Students' Smartphones, Bader Alfelaij, Anwar Alshuaib Oct 2018

Building A Supportive Environment For Subjective And Collaborative Learning By Adopting A Flipped Classroom Method And Relying On Students' Smartphones, Bader Alfelaij, Anwar Alshuaib

International Journal for Research in Education

Recently, new pedagogy entitled "Flipped Classroom" (FC) has emerged. It is a method that depends on flipping the traditional way of learning, by watching the lecture in advance outside the classroom via a video then recording notes and questions by the learner, and finally solving the tasks inside the classroom with colleagues. This study examines the usefulness of the FC in creating a rich learning environment for discussion, exchange of ideas and knowledge building by students individually and collaboratively. It also examines how students can use the smartphone to facilitate the FC. 144 students from the Basic College of Education …