| 000 | 02681cam a2200337 a 4500 | ||
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| 003 | EG-GiCUC | ||
| 005 | 20250223032703.0 | ||
| 008 | 210208s2020 ua dh f m 000 0 eng d | ||
| 040 |
_aEG-GiCUC _beng _cEG-GiCUC |
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| 041 | 0 | _aeng | |
| 049 | _aDeposite | ||
| 097 | _aM.Sc | ||
| 099 | _aCai01.34.M.Sc.2020.Be.I | ||
| 100 | 0 | _aBeshoy Labib Sam Guirgius | |
| 245 | 1 | 4 |
_aThe impact of using an e-content based on gamification technology to develop English communication skills in the secondary school stage / _cBeshoy Labib Sam Guirgius ; Supervised Nabil Gad Azmy , Mohammed Alsayed Alnagar |
| 246 | 1 | 5 | _aاثر استخدام محتوى إلكترونى قائم على تقنية الألعاب التنافسية لتنمية مهارات التواصل فى اللغة الإنجليزية بالمرحلة الثانوية |
| 260 |
_aCairo : _bBeshoy Labib Sam Guirgius , _c2020 |
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| 300 |
_a178 P . : _bcharts ; _c25cm |
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| 502 | _aThesis (M.Sc.) - The National Egyptian E-learning University - Faculty of Educational Studies - Department of Education Technology | ||
| 520 | _aThis 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 | ||
| 530 | _aIssued also as CD | ||
| 653 | 4 | _ae-content | |
| 653 | 4 | _aEnglish communication skills | |
| 653 | 4 | _aGamification | |
| 700 | 0 |
_aMohammed Alsayed Alnagar , _eSupervisor |
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| 700 | 0 |
_aNabil Gad Azmy , _eSupervisor |
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| 856 | _uhttp://172.23.153.220/th.pdf | ||
| 905 |
_aAmira _eCataloger |
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| 905 |
_aNazla _eRevisor |
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| 942 |
_2ddc _cTH |
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_c79851 _d79851 |
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