The Effectiveness of the Digital Educational Games via a Gamification Environment and the Guidance Type in Developing Educational E-Games Production Skills and the Motivation for Achievement among General Diploma in Education Students at the Faculty of Education, Al-Azhar University in Cairo

Document Type : Original Article

Authors

1 Azhar university

2 Department of Educational Technology - College of Education for Boys in Cairo - Al-Azhar University

Abstract

The current study aimed to explore the effectiveness of the digital educational games (individual vs. participatory games) via a gamification environment and the guidance type (static vs. flexible) in developing educational e-games production skills and the motivation for achievement among general diploma in education students at the Faculty of Education, Al-Azhar University in Cairo. To achieve this goal, the instructional content has been developed in the form of educational e-games within gamification environment and was presented in two different styles, namely, individual and participatory, taking into account the type of guidance (static and flexible). The participants were 100 students who were divided into four groups. The quasi-experimental approach was used, as well as the experimental design known as the two-way factorial design. The research instruments consisted of an achievement test, a rubric, and an achievement motivation scale. The experimental treatment material was developed and delivered to the participants after testing its validity and readiness for actual application. The results revealed the effectiveness of the participatory versus individual game style; and the static versus flexible guidance in cognitive achievement, with a weak interaction between them. The results related to the practical performance were in favor of the participatory versus individual game style and in favor of the flexible versus static guidance type with a strong interaction between them. As for the achievement motivation, the result was in favor of the participatory game style versus the individual one; and to the flexible versus static guidance type with a moderate interaction between them. The most important recommendations of the current research came to emphasize the need to take into account the criteria for designing gamification environments recommended by previous studies; taking into account the necessity of developing instructional aids curriculum to include educational e-games as an effective teaching method in many educational situations.

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