Please use this identifier to cite or link to this item:
|Title:||Effectiveness of E-learning Environments in Developing Skills for Designing E-tivities Based on Gamification for Teachers of Technology in Gaza|
|Other Titles:||Eficacia de los entornos de aprendizaje electrónico en el desarrollo de habilidades para el diseño de actividades electrónicas basado en la gamificación para los profesores de tecnología en Gaza|
Shouqer, M. A.
Social Learning Environments
Personal Learning Environments
Salmon five Stage Model
|Publisher:||Ediciones Universidad de Salamanca|
|Citation:||Firwana, A., Shouqer, M. A., & Aqel, M. (2021). Effectiveness of E-learning Environments in Developing Skills for Designing E-tivities Based on Gamification for Teachers of Technology in Gaza. Education in the Knowledge Society, 22, Article e23907. https://doi.org/10.14201/eks.23907|
|Abstract:||The Corona Global Pandemic created challenges for teachers and students in using E-learning tools in the teaching and learning process. Thus, training teachers to use these tools was extremely crucial. The current study examined the effectiveness of E-learning environments on developing the skills to design E-tivities based on Gamification for Gaza technology teachers. The researchers followed the quasi-experimental approach for two randomly selected experimental groups. The first experimental group was taught via E-learning social environment Edmodo, while the second experimental group was taught via the personal E-learning environment WordPress. Every group consists of 30 teachers teaching Information Technology for secondary students. The group equivalence was adjusted before the experiment in designing E-tivities skills based on gamification. To collect data, the researchers prepared an observation card of the skills for designing E-tivities based on gamification. The observation card dealt with the design tools and their sub-indicators, and it was applied before and after the intervention phase. The results showed that there were no statistically significant differences at the level (α ≤ 0.05) between the mean of the teachers’ scores in the experimental social environment group Edmodo, and the experimental personal learning environment group WordPress in the post-application of the observation card for designing E-tivities skills based on gamification. Additionally, the findings revealed the great effectiveness of E-learning social environment Edmodo and the personal E-learning environment WordPress on developing skills for designing E-tivities based on gamification. In light of these results, it is recommended that social and personal E-learning environments should be employed in developing the skills of teachers and improving their experiences. This helps organize and display information in addition to facilitating communication between the components of the educational process and the benefit of using these environments in training teachers under the Global pandemic, Coronavirus, COVID-19.|
|Appears in Collections:||Publications of others peers|
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.