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;

Abstract


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’ 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.


Other data

Title The impact of using an e-content based on gamification technology to develop English communication skills in the secondary school stage
Other Titles اثر استخدام محتوي إلكتروني قائم علي تقنية الألعاب التنافسية لتنمية مهارات التواصل في اللغة الإنجليزية بالمرحلة الثانوية
Authors Beshoy Labib Sam Guirgius
Issue Date 2020

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