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The impact of using an e-content based on gamification technology to develop English communication skills in the secondary school stage / Beshoy Labib Sam Guirgius ; Supervised Nabil Gad Azmy , Mohammed Alsayed Alnagar

By: Contributor(s): Material type: TextLanguage: English Publication details: Cairo : Beshoy Labib Sam Guirgius , 2020Description: 178 P . : charts ; 25cmOther title:
  • اثر استخدام محتوى إلكترونى قائم على تقنية الألعاب التنافسية لتنمية مهارات التواصل فى اللغة الإنجليزية بالمرحلة الثانوية [Added title page title]
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Dissertation note: Thesis (M.Sc.) - The National Egyptian E-learning University - Faculty of Educational Studies - Department of Education Technology Summary: This study investigated the impact of using E-content based on Gamification technology on developing English communication skills in the secondary school stage in Egypt. For data collection, the researcher used a qausi-experimental method by using an experimental group of (25) students and a control group of (25) students. The main tool of the study was a gamified e-content built via www.creat.kahoot.it. The pre-test of English communication skills was applied to examine students{u2019} levels of both groups. The experimental group was taught using the gamified e-content while the control group was taught the content traditionally. At the end, the post-test was also applied for both groups to check improvement. The data was collected, and the test scores were computed using SPSS v 22 software to answer the questions of this study. Based on the findings, the researcher found that there was a significant effect using e-content based on gamification on developing English communication skills for the students in favour of the experimental group. The researcher recommended that teachers should give more emphasis to the use of gamification for its positive effects on developing English communication skills
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Item type Current library Home library Call number Copy number Status Barcode
Thesis قاعة الرسائل الجامعية - الدور الاول المكتبة المركزبة الجديدة - جامعة القاهرة Cai01.34.M.Sc.2020.Be.I (Browse shelf(Opens below)) Not for loan 01010110082712000
CD - Rom مخـــزن الرســائل الجـــامعية - البدروم المكتبة المركزبة الجديدة - جامعة القاهرة Cai01.34.M.Sc.2020.Be.I (Browse shelf(Opens below)) 82712.CD Not for loan 01020110082712000

Thesis (M.Sc.) - The National Egyptian E-learning University - Faculty of Educational Studies - Department of Education Technology

This study investigated the impact of using E-content based on Gamification technology on developing English communication skills in the secondary school stage in Egypt. For data collection, the researcher used a qausi-experimental method by using an experimental group of (25) students and a control group of (25) students. The main tool of the study was a gamified e-content built via www.creat.kahoot.it. The pre-test of English communication skills was applied to examine students{u2019} levels of both groups. The experimental group was taught using the gamified e-content while the control group was taught the content traditionally. At the end, the post-test was also applied for both groups to check improvement. The data was collected, and the test scores were computed using SPSS v 22 software to answer the questions of this study. Based on the findings, the researcher found that there was a significant effect using e-content based on gamification on developing English communication skills for the students in favour of the experimental group. The researcher recommended that teachers should give more emphasis to the use of gamification for its positive effects on developing English communication skills

Issued also as CD

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