The Effectiveness of Activities Guided by An Electronic Gamification Environment in Developing Digital Drawing Production Skills Among Educational Technology Students

Document Type : Original Article

Authors

1 قسم المكتبات والمعلومات وتكنولوجيا التعليم بكلية التربية بنين بالقاهرة - جامعة الأزهر

2 كلية التربية بنين بالقاهرة - جامعة الأزهر

Abstract

The research aimed to develop digital drawing production skills among educational technology students, through an electronic gamification environment based on (guided) activities. The researcher followed the quasi-experimental approach to conduct the experiment on the research sample, which consisted of 30 students from the first year of the Library, Information and Technology Division. education The research tools were (an achievement test to measure the cognitive aspect associated with digital graphics production skills - and a digital graphics product evaluation card), and the research results showed that there was a statistically significant difference at the level (0.05) between the average scores of the students of the experimental group that studied using the (directed) activity design style.) in the pre- and post-measurements on cognitive achievement related to digital graphics production skills in favor of the post-measurement. It also indicated that there was a statistically significant difference at the level of (0.05) between the average scores of the students of the experimental group who studied using the (guided) activity design style in the two measurements. Pre and post on the practical performance of digital graphics production skills in favor of post measurement.
In light of the findings of the current research, the following recommendations can be made: Directing educators’ attention to providing guided electronic educational activities within electronic courses as one of the important variables that have been proven effective in the educational process and trying to focus on the means for those skills, emphasizing the importance of designing and building electronic learning environments in a learner-centered manner that depends on his activities, interactions, learning processes, and needs. Personality, educating those in charge of teaching about the importance of electronic activities in improving the learning outcomes of learners.

Keywords


Amal Hamdan Hammoud Al-Awfi (2022).The effectiveness of digital gamingactivities in developing cognitive achievement And cooperative learning skills in the science course among female students Primary school in Medina. Research and articles, Arab Journal for Specific Education,EnterpriseArabic for Education, Science and Arts(21), pp. 217-225.
Ahmed Shaaban Ahmed (2022).effectiveness environment to learn Electronic In my style the video And infographics Interactives in skills development a description Sources And make it available And motivation Learning I have students Libraries And information And educational technology.(message PhD), college Education Boys In Cairo, University Al-Azhar
Amani Zakaria Ibrahim Al-Ramadi (2019). Using game techniques and rules to achieve serious goalsGamificationTo activate the benefit from social networks in teaching library sciences: the “Advanced Thematic Analysis” course at Alexandria University as a model.. The 28th Conference of the Arab Federation of Libraries, entitled: Social Networks and their Impact on Information Institutions in the Arab World - Egypt, April 1-7, 2019.
Akram Fathi Mostafa(2011). Online e-learning: A proposed model for design quality standards. e-learning magazine,(7), pp. 212-235.
Ayman Fawzi Khattab Madkour, Heba Othman Fouad Al-Azab (2020). The two types of learning activities (cooperative/participatory) in the flipped classroom and their impact on developing self-regulation and critical thinking skills among graduate students. Educational Technology, Egyptian Society for Educational Technology, vol. 30, no. (7), pp. 257-363.
Osama Saeed Ali Hindawi (2014). The effect of the interaction between the pattern and timing of practicing activities in an electronic educational unit on understanding digital puzzles and optical illusions on visual discrimination skills and the level of visual reading among fifth-grade primary school students. Journal of Arab Studies in Education and Psychology, Egypt, pp. 17-70.
IbrahimYoussefMuhammadMahmoudandAbdulHamidAmerAbdulaziz(2011). The impact of the different style of electronic interaction and the style of directing electronic activities on developing ceramic shaping skillsandaestheticvalues​​amongarteducation students.ConferenceAnnualArabi VI - The Third International Conference for the Development of Quality Higher Education Programsin Egypt And the homeland Arabi in a light requirements squeeze out Knowledge, KtoYehSpecific Education, Mansoura University. April 13-14, 2011.
Ibrahim Youssef Muhammad Mahmoud, Osama Saeed Ali Hindawi (2022). Gamification is a modern trend in educational technology, Arab Academic Center for Publishing and Distribution, Cairo.
Mr.AbdelMawliAbuKhatwa(2019).Theinteractionbetween“macro/partial”tasks and the level of motivation for achievement“High - Medium - Low” in an e-learning environment based on game stimuli and its impact on developing achievement and flow of learning among student teachers. Educational Technology - Journal of Studies and Research, Arab Society for Educational Technology, issue (41), pp. 107-234.
Enas Al-Sayed Muhammad, Marwa Muhammad Al-Muhammadi (2020). The use of electronic training platforms based on game stimuli and its impact on cognitive achievement, development of critical thinking skills, and digital empowerment among graduate students. Educational Journal, Volume 78,p p2115 – 2209
Praise AhmedHussein(2017). Designing a learning environment based on digital game stimuli to develop solving skills Problems and some learning outcomes among primary school students.(A magister message that is not published), college Postgraduate Studies, Cairo University. 
conspiracy Al-Mallah, Sahar Shamiya(2017).Worksheet aboutGamification A new vision for Stimulus With games in education. Scientific Conference at Al-Quds University “Palestine”,Employing learning technologyintheeducationalprocessinlight of standardsISTE,Jerusalem, Palestine.
beautyAl-Din Muhammad Al-Shami and others(2014).Designing electronic activities according to theory IntelligencesMultiple courses in moose rearingHAnd betweenAnd impactHaAfor meCollectionAnd motivation TowardCome ntoMFor university students etctoYesArabi. Conference International the third For e-learning And education on after.
Hasna Abdel AtyThe cook,anyI came outIsmael(2019). Interaction bYesnPattern number games stimuliYesH(Tqualitative/ Participatory) type of changeDhiaReturn (forYeh/ deferred) and its impact ondevelopmentProgramming skills And get involved For technology studentsJiaeducation.Arabicstudiesin literatureByePsychology, p(108), p p60-132.
Hamdy Abdel Aziz, Faten Al-Alaq (2014). Designing e-learning activities: foundations, models, and applications, Cairo: Dar Al-Fikr Al-Arabi.
Hassan Al-Batea Muhammad, Muhammad Al-Batea Muhammad (2022). The effect of integrating the type of activities (related/unrelated) with the educational content in a multi-session e-learning environment based on game stimuli on developing personal learning environment development skills, motivation for achievement, and reducing the cognitive load among student teachers. Educational Technology Journal. Volume 32, issue (3), pp. 91-115.
Helmy Mustafa Helmy Abu Mota (2021).The effect of the interaction betweenthestyleof providing self-directed training activities"Sequential tasks" and personal digital stimulation style/comparisons Social" in providing skills in managing digital educational platforms Among general education teachers.Educational Technology, Research and Articles, Arab Society for Educational Technology, No. (48), pp. 427-499.
Dalia Ahmed My longing (2019). shapes presentation nutrition The return With programs Computer Educational)agent The detectiveK/Text The written Accompanied With a comment My voice( OhThSee her on development skills Use network Internet I have the pupils My height And low Motivation Achievement.magazine Technologicalaeducation, Association Egyptian For technology education,Volume 23, p. (2), Page p. 257-320.  
Zakaria Jaber Al-Hinnawi (2019). Motivational digital games. Faculty of Education,AssiutUniversity,Cairo:Al-SahabPublishingand istribution.
Saeed Abdel Moez Ali Musa (2020). Designing educational activities and measuring their effectiveness in developing some health awareness concepts and behaviors among kindergarten children in slum areas. Kindergarten College Journal, Kindergarten College, Port Said University, issue (39), pp. 17-110.
Sami Abdel Latif Al Mansi(2018). Effectiveness of designing an after environmentaDhaya based on computing applications Cloud in skills developmentaTechnology, usability and electronic communication for the hearing impaired.(Doctor's messageSee it),Faculty of Education for Boys in Cairo, Al-Azhar University.
ClearHusseinMustafa)2022).InteractionbetweenMystylepracticeActivitieseducational (individual, And cooperative(And time Response (specific, And other Specific the time) in environment to learn Electronic existing on Catalysts digital via Phones Smart And its impact on development Collection And motivation To accomplish I have students technology education.magazine technology Education ,studies and research, Association Arabic For technology Education, p (7), pp. 243-364.
Aladdin Muhammad Hussein Ismail Hussein Daoud (2021). The effect of different types of reinforcement (continuous-intermittent) in a learning environment based on game stimuli for a proposed educational unit in developing the skills of designing educational Android applications among educational technology students. (Master’s thesis), College of Specific Education ,Zagazig University.
Abdullah Issa Al-Batnin (2020). The effect of using a gamification strategy via tablet devices in teaching operations on ordinary fractions to primary school students, Reading and Knowledge Magazine, Ain Shams University, College of Education, Egyptian Society for Reading and Knowledge, No. (163), pp. 195-220. .
Aida Farouk, Naglaa AhmedAbdelkader(2019). The effect of different design elements (leaderboardsn/ Badges) in an electronic learning environment based on game stimuli, in developing reading skills Analytical And deep learning among fifth-grade primary school students. Research and articles, Scientific Research Journal EducationGirls College of Arts, Sciences and Education, Ain Shams University, Volume 7, no(20), pp. 128-150.
Amr Jalal El-Din Ahmed Allam, Wael Shaaban Abdel-Sattar Attia (2018). The relationship between the style of practice “distributed/intensive” and the timing of reinforcement “immediate/deferred” in a motivational play environment to develop the skills of using assistive technological innovations and awareness of them according to the mental capacity of special education teachers. Research and articles, Journal of Research in the Fields of Specific Education, Faculty of Specific Education, Minya University, No. (17).
Othman bin Ali Al-Qahtani (2018). The effectiveness of the wave discovery method compared to computer-based teaching in teaching mathematics on the achievement of middle school students in the Tabuk region. (Doctoral dissertation), College of Education, Umm Al-Qura University: Kingdom of Saudi Arabia.
Aisha bint Blihish Al Amri, Umaima bint Mahfouz (2019). The effectiveness of gamification technology in the learning environment E-commerce to develop the skills of producing digital materials and creative thinking for female graduate students.the university Islamic University in Gaza, Scientific Research and Postgraduate Studies Affairs, Islamic University Journal For educational studies And Psychology, vol. 27, p(2).
Ghassan Qteit, Samir Al-Khraisat (2009). Computer, teaching methods and evaluation. Amman: House of Culture.
Karima Mahmoud Mohamed (2020). The interaction between the timing of the appearance of the leaderboard on e-learning platforms based on game stimuli and the perfectionist personality type (normal - neuroticism) and its impact on developing achievement and motivation for achievement among postgraduate students. Educational Journal, Faculty of Education, Sohag University, Volume 75,p p1415- 1507.
Muhammad Ibrahim Abdel Maqsoud Khalaf (2022). The effective effect between the pattern and timing of practicing activities in a stimulating play environment on the development of new educational technology concepts and technological awareness among educational technology students. (PhD thesisH), Faculty of EducationIn Cairo, universityAl-Azhar.
Mahmoud Muhammad Ali Ataqi, Wael Shaaban Abdel Sattar Attia (2019). The effect of the interaction between the “distributed/intensive” training method and the timing of providing “immediate/delayed” feedbackinthedigital motivational gaming environment.GamificationIn developing computer skills among primary school students. Research and articles,Egyptian Society for Educational Technology, Educational Technology, vol. 29, no. (11).
Muhammad Mujahid Nasr al-Din, Mahmoud Muhammad Ataqi(2018). Interaction between learning style"Participatory/competitive"And the sourceofassistance"Human/intelligent"Stimulating environmentaDigital games and their impact on developing skillsaT The use of technological tools among Al-Azhar Al-Sharif teachers. Journal of Scientific Research in Education,university Ain Shamsvol. 17, p. (237), p p189–237.
MahmoudAbou Seif(2017).ModelA proposal for using gamification in electronic marketing For servicesEgyptian universities.magazine the sciences Educational,Page p. 363–438.
Marwa Suleiman Ahmed Suleiman (2017). The effect of the interaction between the design style of electronic activities and the cognitive style based on the electronic learning management system on the development of some learning outcomes for the educational technology course for general distance diploma students. Arab Society for Educational Technology, No. (291), pp. 32-358.
Muhammad Jaafar Muhammad Bouhamad.(2012). The effect of the design style of electronic activities (guided discovery, unguided discovery) on academic achievement and fluency in the history of architecture and furniture course: a study on students of the College of Basic Education in the State of Kuwait. (Master’s thesis), College of Graduate Studies, Arabian Gulf University, Bahrain.
Muhammad Attia Khamis (2009). Teaching and learning technology. Cairo: Dar Al-SahabPublishing and Distribution.
 Muhammad Attia Khamis (2015).E-learning resources: individuals and media .Cairo: DarAl-Sahab Publishing and Distribution.
Muhammad Attia Khamis (2006). Educational computer and multimedia technology. Cairo: Dar Al-Sahab for Publishing and Distribution.
Naglaa Qadry Mukhtar (2019).Interaction between the size of the community of practice (small, medium, and large) and the type of feedback Constructivism (for processes and products) using the flipped classroom model and its impact on developing production skills Computer educational graphics for educational technology students. Research and articles, Egyptian Society for Educational Technology, Educational Technology, vol. 29, p. (5).
Heba Hussein Abdel Hamid Hussein Dawam (2019). The effect of the interaction between the style of practicing activities in a flipped learning environment and the cognitive style in developing computer maintenance skills among educational technology students. Arab Research Journal in the Fields of Specific Education: Arab Educators Association, No. (21), pp. 15,-92.
Walid Youssef, Ayat Anwar, Maha Muhammad (2016). The effect of different styles of displaying educational digital graphics on the acquisition of some scientific concepts among middle school students. Studies and Research, Arab Society for Educational Technology, p. (27).
International ConferenceThe second is for games, their arts, and digital gaming stimuli(ICGGAG) Held in Jakarta, Indonesia, from September 13-14, 2018.
       3rd International Conference on Digital Game Motivators (GamiFIN)Held in Levi, Vineland, from April 8-10, 2019.
20th International Conference on Digital Game Motivators and Game-Based Learning (ICGGB)Held in London, United Kingdom, from May 14-15, 2018.
Digital Gaming Incentives and Engagement Conference in Europe (GWC)Held in Brighton, United Kingdom, from 28-29 November 2017.
ثالثًا: المراجع الأجنبية
 Althibyani,Hosam Abdulhameed.(2022)The Impact of the Two Infographics Types in Terms of Presentation on Developing the Cognitive and Performance Aspects of Digital Graphics Design SkillsandMotivationTowardsthemamongStudentsofEducationalTechnologyattheUniversityofJeddah.JournalofARTS,Literature,Humanities and Social Sciences. Emirates College of Educational Sciences. V76, f, pp.132-155.
 Al-Zoubi, Sulai Mahmoud& Al-Adawi, Fatma Ali. (2019). Effects of Instructional Activities Based on Multiple Intelligences Theory on Academic Achievement of Omani Students with Dyscalculia. Online Submission, 7(1), 1-14.
Andzek, Natalie R.; Gist, Corinne M.; Smith, Elle E.; Xu, Menglin; Neef, Nancy A., (2019). Journal of Effective Teaching in Higher
 Buhagiar,Tarek;Leo.(2020)DoesGamificationImproveAcademic  Performance Journal of Instructional Pedagogies, V20 May 2020.
 Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2018). Improving   Participation and learning with gamification.
 Bonwell, C.(2014).Activelearning: creating excitement in the classroo    Retrievedfrom,http://wwwvdac.purdue.edu/let/ HBCU/documents/Active_Learning_Creating_Excitement_in_the_Classroom pdf.
 Hallifax, S., Serna, A., Marty, J.-C., & Lavoué, E. (2019). Adaptive gamification in education: A literature review of current   trends and developments. European Conference on Technology Enhanced Learning (EC-TEL), (294-307). Delft, Netherlands
 Klemke، R، & Eradze، M، & Antonaci، A. (2018). The Flipped MOOC: Using Gamification and Learning Analytics in MOOC Design--A Conceptual Approach، Education Sciences، v8 Article، ERIC: EJ1174964.
 Lee, Y. J., Aust, R., Brandham, R., Ng, J., &Poggio, J. (2016). Selecting Appropriate Game Factors in Educational Gamification An Instrument for Investigating Undergraduate Students’ Pleasurability in Learning (Doctoral dissertation, University of Kansas).
Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, , pp.525-534.
  Michos، M. (2017). Gamification in Foreign Language Teaching Do You  Kahoot? ،international Scientific Conference on Information Technology and Data Related Research، pp. 511-516.
  Ozdamli, F., & Ozdal,H.(2020).Developing an instructional design for the design ofinfographics and the evaluation of infographic usage in teaching based on teacher and student opinions. EURASIA Journal of Mathematics, Science and Technology Education, 14(4), 1197-1219.
  Queiroz, Francisco., & Spitz, Rejane. (2016). Position Paper: Collaborative Gamification Design for Scientific Software. In CEUR Workshop Proceedings (Vol. 1686). CEUR-WS. org.
    Su, C. H. (2016). The effects of students' motivation, cognitive load and learning anxiety in gamification software engineering education: a structural quation modeling study. Multimedia Tools and Applications, 75(16), , pp.113-136.