The effectiveness of the design and use of educational software based on educational scaffolding and gamification strategy to develop programming skills and engagement for high school students

Document Type : Original Article

Authors

1 king abdulaziz university

2 College of Postgraduate Education - King Abdul Aziz University Jeddah - Kingdom of Saudi Arabia

Abstract

 
Abstracts:
This study aims to investigate the effectiveness of the design and use of an educational software based on scaffolding and gamification to develop programming skills and increase high school students’ engagement. Semi-experimental methodology was used in this study, and the study sample consisted of (19) students in grade 11th. They were divided into two groups, the control group consisted of (10) students, and the experimental group consisted of (9) students. In this study, the researcher has prepared an educational software based on the strategies of scaffolding and gamification, and used pre- and post-tests, and two rubrics for both programming skills and students’ engagement. The study results show that there is a statistical significance difference in the post-test, between the medium of the control and experimental groups in favor of the experimental group. In addition, there is a statistical significance difference between the pre and post-tests for the experimental group students in favor of the post-test. The study also recommends using the educational software designed in this study to develop programming skills and increase high school students’ engagement.

Keywords

Main Subjects


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