تصميم بيئة تعلم قائمة على الألعاب الرقمية وأثرها في تعزيز مهارات القراءة لدى طلاب المرحلة الابتدائية
الملخص
هدف هذا البحث إلى تصميم بيئة تعلم قائمة على الألعاب الرقمية وأثرها في تعزيز مهارات القراءة لدى طلاب المرحلة الابتدائية، ولتحقيق هذا الهدف استخدم الباحثان المنهج التجريبي ذو التصميم شبه التجريبي القائم على مجموعتين تجريبية وضابطة، حيث تكونت عينة البحث من (154) طالبًا من طلاب الصف الرابع الابتدائي بمدرسة ابن حوقل الابتدائية بجدة، وتم اختيار العينة عشوائيًا، حيث كان عدد المجموعتين (60) طالبًا، تم تقسيمهم إلى مجموعتين: المجموعة التجريبية وكان عددها (30) متعلمًا، وتم معهم تفعيل التعلم عبر الألعاب الرقمية وأثرها في تعزيز مهارات القراءة، أما المجموعة الثانية فكانت المجموعة الضابطة وكان عددهم (30) طالبًا، وتم معهم التعلم بالطريقة التقليدية، وقد تم التأكد من تكافؤ المجموعتين إحصائيًا، وكانت طريقة دراسة المجموعة التجريبية عبر اللعبة الرقمية روبلوكس (ROBLOX)، ونفذت تجربة البحث في الفصل الدراسي الأول من العام الدراسي (2023- 2024).
وتكون البحث من أداة واحدة وهي بطاقة الملاحظة لمهارات القراءة، وبعد أن تم التأكد من صدقها وثباتها تم تطبيقها على المجموعتين قبليًا وبعديًا، وبعد الانتهاء من تجربة البحث تم جمع البيانات وتنظيمها وتحليلها إحصائيًا، حيث توصلت نتائج البحث إلى وجود فروق ذات دلالة إحصائية عند مستوى (α ≥ 0.05) بين متوسط درجات المجموعتين على مهارات القراءة، وذلك لصالح المجموعة التجريبية, فقد بلغت قيمة (ت) لدلالة الفرق بين متوسطات القياسين (43.279)، وهي ذات دلالة إحصائية عند مستوى الدلالة (0.01). وهذا يؤكد فاعلية تصميم بيئة تعلم قائمة على الألعاب الرقمية وأثرها في تعزيز مهارات القراءة لدى طلاب المرحلة الابتدائية، وتفوقه على الطريقة التقليدية التي كانت تطبق على المجموعة الضابطة.
وفي ضوء النتائج التي تم التوصل إليها أوصى البحث بتوظيف اللعبة الرقمية ROBLOX في العملية التعليمية، لما لها دورًا بارزًا في تعزيز مهارات القراءة لطلاب المرحلة الابتدائية، وتدريب المعلمين عليها.
المراجع
2. بالمملكة العربية السعودية. مجلة العلوم التربوية و النفسية, 5(26), 126-105.
3. المقاطي, بدر عبدالله عبيد و بريكيت أكرم محمد بن سالم. (2021). تقويم الأداء التدريسي لمعلمي مقرر لغتي الجميلة في
4. ضوء مهارات الطلاقة القرائية. مجلة کلية التربية (أسيوط), 37(11), 248-302.
5. خليفة، آية فتحي محمد و محمود، محمد فاروق حمدي و رب النبي، محسن محمود ,.(2023). استخدام الأنشطة اللغوية في تنمية
6. مهارات الأداء القرائي لتلميذات المرحلة الإعدادية. مجلة البحث في التربية وعلم النفس, 38(4), 48-88.
7. سيفين، حسن تهامي عبدالله. (2021). استخدام إستراتيجية تسلق الهضبة المدعمة بالأنشطة الإثرائية في تدريس اللغة العربية
8. وأثرها على تحسين الأداء القرائي وفهم المقروء وتنمية مهارات الحل الإبداعي للمشکلات لدى التلاميذ الموهوبين ذوى صعوبات
9. التعلم بالمرحلة الابتدائية. المجلة التربوية لکلية التربية بسوهاج, 88(88), 205-236.
10. Abd El Bakey, F. M., Abo Shadi, G. I., & El-Refai, W. Y. (2023). A Mobile Training Context for In-Service Teachers: Methods of Training and Task Practice to Enhance E-Content Production Skills. International Journal of Emerging Technologies in Learning (iJET), 18(19), pp. 205-226. https://doi.org/10.3991/ijet.v18i19.37685
11. Abdul Ghani, M. T., Hamzah, M., Wan Daud, W. A. A., & Muhamad Romli, T. R. (2022). The Impact of Mobile Digital Game in Learning Arabic Language at Tertiary Level. Contemporary Educational Technology, 14(1)
12. Adavi, H., Ghadampour, E., & Abasi, M. (2023). The Effectiveness of Training Based on Reading Motivation Model on the Level of Phonological Awareness and Attitude Reading of Students with Reading Difficulties. Journal of Modern Psychological Researches, 18(70)
13. Ahmad, F. (2023). Impact of digital games on early reading skills in a developing country context. Impact of Digital Games on Early Reading Skills in a Developing Country Context,
14. Ajayi, J., Adetiba, E., Ifijeh, A. H., Abayomi, A., Wejin, J., Thakur, S., & Moyo, S. (2024). LogicHouse-v1: a digital game-based learning tool for enhanced teaching of digital electronics in higher education institutions. Cogent Engineering, 11(1), 2322814.
15. Alanzi, N. S., & Alhalafawy, W. S. (2022a). Investigation The Requirements For Implementing Digital Platforms During Emergencies From The Point Of View Of Faculty Members: Qualitative Research. Journal of Positive School Psychology (JPSP), 9(6), 4910-4920.
16. Alanzi, N. S., & Alhalafawy, W. S. (2022b). A Proposed Model for Employing Digital Platforms in Developing the Motivation for Achievement Among Students of Higher Education During Emergencies. Journal of Positive School Psychology (JPSP), 6(9), 4921-4933.
17. Al-Hafdi, F. S. (2023). Distance learning gains via digital platforms during the Covid-19 pandemic: a qualitative study of the experience of faculty members. Umm Al-Qura University Journal of Educational & Psychological Sciences, 15(1)
18. Al-Hafdi, F. S., & Alhalafawy, W. S. (2024). Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review. International Journal of Interactive Mobile Technologies (iJIM), 18(7), 1-25. https://doi.org/https://doi.org/10.3991/ijim.v18i07.45335
19. Alhalafawy, W. S., & Tawfiq, M. Z. (2014). The relationship between types of image retrieval and cognitive style in developing visual thinking skills. Life Science Journal, 11(9), 865-879.
20. Alhalafawy, W. S., & Zaki, M. Z. (2022). How has gamification within digital platforms affected self-regulated learning skills during the COVID-19 pandemic? Mixed-methods research. International Journal of Emerging Technologies in Learning (iJET), 17(6), 123-151. https://doi.org/https://doi.org/10.3991/ijet.v17i06.28885
21. Alhalafawy, W. S., & Zaki, M. Z. T. (2019). The Effect of Mobile Digital Content Applications Based on Gamification in the Development of Psychological Well-Being. International Journal of Interactive Mobile Technologies, 13(8).
22. Alhalafawy, W. S., Najmi, A. H., Zaki, M. Z. T., & Alharthi, M. H. (2021). Design an Adaptive Mobile Scaffolding System According to Students’ Cognitive Style Simplicity vs Complexity for Enhancing Digital Well-Being. International Journal of Interactive Mobile Technologies (iJIM), 15(13), pp. 108-127. https://doi.org/10.3991/ijim.v15i13.21253
23. Almourad, M. B., Alrobai, A., Skinner, T., Hussain, M., & Ali, R. (2021). Digital wellbeing tools through users lens. Technology in Society, 67, 101778.
24. Al-Nasheri, A. A., & Alhalafawy, W. S. (2023). Opportunities and Challenges of Using Micro-learning during the Pandemic of COVID-19 from the Perspectives of Teachers. Journal for ReAttach Therapy and Developmental Diversities, 6(9s), 1195-1208.
25. Alshammary, F. M., & Alhalafawy, W. S. (2022). Sustaining Enhancement of Learning Outcomes across Digital Platforms during the COVID-19 Pandemic: A Systematic Review. Journal of Positive School Psychology, 6(9), 2279-2301.
26. Alshammary, F. M., & Alhalafawy, W. S. (2023). Digital Platforms and the Improvement of Learning Outcomes: Evidence Extracted from Meta-Analysis. Sustainability, 15(2), 1-21. https://doi.org/10.3390/su15021305
27. Alt, D. (2023). Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation. Computers & Education, 200, 104806.
28. Alzahrani, F. K. J., & Alhalafawy, W. S. (2022). Benefits And Challenges Of Using Gamification Across Distance Learning Platforms At Higher Education: A Systematic Review Of Research Studies Published During The COVID-19 Pandemic. Journal of Positive School Psychology (JPSP), 6(10), 1948-1977.
29. Alzahrani, F. K. J., Alhalafawy, W. S., & Alshammary, F. M. (2023). Teachers’ Perceptions of Madrasati Learning Management System (LMS) at Public Schools in Jeddah. Journal of Arts, Literature, Humanities and Social Sciences(97), 345-363. https://doi.org/DOI: https://doi.org/10.33193/JALHSS.97.2023.941
30. Alzahrani, F. K. J., Alshammary, F. M., & Alhalafawy, W. S. (2022). Gamified Platforms: The Impact of Digital Incentives on Engagement in Learning During Covide-19 Pandemic. Cultural Management: Science and Education (CMSE), 7(2), 75-87. https://doi.org/10.30819/cmse.6-2.05
31. Alzahrani, F. K., & Alhalafawy, W. S. (2023). Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives. Sustainability, 15(5), 4613. https://doi.org/10.3390/su15054613
32. Baigi, S. F. M., Aval, R. N., Sarbaz, M., & Kimiafar, K. (2022). Evaluation tools for digital educational games: A systematic review. Acta Medica Iranica,
33. Bakhsh, K., Hafeez, M., Shahzad, S., Naureen, B., & Faisal Farid, M. (2022). Effectiveness of Digital Game Based Learning Strategy in Higher Educational Perspectives. Journal of Education and E-Learning Research, 9(4), 258-268.
34. Barianos, A. K., Papadakis, A., & Vidakis, N. (2022). Content manager for serious games: Theoretical framework and digital platform. Advances in Mobile Learning Educational Research, 2(1), 251-262.
35. Barz, N., Benick, M., Dörrenbächer-Ulrich, L., & Perels, F. (2024). The effect of digital game-based learning interventions on cognitive, metacognitive, and affective-motivational learning outcomes in school: A meta-analysis. Review of Educational Research, 94(2), 193-227.
36. Bawa, P. (2022). Game on!: Investigating digital game-based versus gamified learning in higher education. Research anthology on developments in gamification and game-based learning (pp. 957-991). IGI Global.
37. Camacho-Sánchez, R., Rillo-Albert, A., & Lavega-Burgués, P. (2022). Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation. Applied Sciences, 12(21), 11214.
38. Cameron, T. A., Carroll, J. L., Taumoepeau, M., & Schaughency, E. (2023). Patterns of early literacy and word reading skill development across the first 6 months of school and reading instruction. School Psychology,
39. Cevikbas, M., Greefrath, G., & Siller, H. (2023). Advantages and challenges of using digital technologies in mathematical modelling education–a descriptive systematic literature review. Paper presented at the Frontiers in Education, , 8 1142556.
40. Chalco Challco, G., Bittencourt, I. I., Reis, M., Santos, J., & Isotani, S. (2023). Gamiflow: Towards a Flow Theory-Based Gamification Framework for Learning Scenarios. Paper presented at the International Conference on Artificial Intelligence in Education, 415-421.
41. Clark, D. B., Hernández-Zavaleta, J. E., & Becker, S. (2023). Academically meaningful play: Designing digital games for the classroom to support meaningful gameplay, meaningful learning, and meaningful access. Computers & Education, 194, 104704.
42. Dan, N. N., Nga, N. T., & Dung, T. M. (2024). Digital game-based learning in mathematics education at primary school level: A systematic literature review. Eurasia Journal of Mathematics, Science and Technology Education, 20(4), em2423.
43. Daouk-Öyry, L., & El-Farr, H. (2023). Vroom’s Expectancy Theory.
44. Eshankulovna, A. R., & Qizi, Q. S. A. (2024). THE ROLE OF PEDAGOGICAL DIAGNOSTICS IN IMPROVING READING SKILLS. Science and Innovation, 3(Special Issue 19), 255-257.
45. Fahad AlZuhair, N., & Mohammed Alkhuzaim, K. (2022). The Effectiveness of a Gamified Electronic Application in Developing Reading Comprehension Abilities among First-Grade Intermediate Students in Saudi Arabia. Education Research International, 2022
46. Fälth, L., Selenius, H., & Egerhag, H. (2023). A cross-sectional study on reading among young L1 and L2 students in Sweden. European Journal of Special Needs Education, 38(2), 233-244.
47. Fatahillah, M., Nazar, M., & Nisrina, N. (2023). An Investigation into Reading Strategies Employed by Students for Comprehending Exposition Texts. JETLEE: Journal of English Language Teaching, Linguistics, and Literature, 3(2), 61-67.
48. Fayziyeva, S. (2023). STRATEGIES FOR IMPROVING READING SKILLS. Paper presented at the International Conference on Multidisciplinary Research, , 1(3) 6-10.
49. Gan, Z. (2023). Explore the Theoretical Basis of Primary School English Teaching Design. Journal of Education and Educational Research, 3(1), 89-92.
50. Gómez, R. L., & Suárez, A. M. (2021). Gaming to succeed in college: Protocol for a scoping review of quantitative studies on the design and use of serious games for enhancing teaching and learning in higher education. International Journal of Educational Research Open, 2-2, 100021. https://doi.org/10.1016/j.ijedro.2020.100021
51. Guan, X., Sun, C., Hwang, G., Xue, K., & Wang, Z. (2022). Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 2020. Interactive Learning Environments, , 1-23.
52. Gyaurov, D., Fabricatore, C., & Bottino, A. (2022). Features of Entertainment Digital Games for Learning and Developing Complex Problem-Solving Skills: A Protocol for a Systemic Review. International Journal of Qualitative Methods, 21, 16094069221128491.
53. Ho, S., Hsu, Y., Lai, C., Chen, F., & Yang, M. (2022). Applying game-based experiential learning to comprehensive sustainable development-based education. Sustainability, 14(3), 1172.
54. Höyng, M. (2022). Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow. Computers & Education, 179, 104408.
55. Hsiang, T. P. (2023). Teaching reading and writing in primary grades in Macao: A qualitative study.
56. Isik, A. D. (2023). Reading environment and fluent reading skills. Pedagogical Research, 8(1)
57. Khasawneh, N. A. S., & Fallatah, R. H. M. (2022). The Effectiveness Of A Proposed Strategy Based On Repeated And Choral Reading In Developing The Reading Fluency Skills Of Primary School Students. Journal of Positive School Psychology, , 1394-1404.
58. Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 106963. https://doi.org/10.1016/j.chb.2021.106963
59. Lee, A., Lee, J., Ahn, S., & Lee, Y. (2023). MindTerior: A Mental Healthcare Game with Metaphoric Gamespace and Effective Activities for Mitigating Mild Emotional Difficulties. Paper presented at the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 1-6.
60. Li, J. (2023). The Problems and Countermeasures in the Promotion of Reading in University Libraries. Journal of Theory and Practice of Social Science, 3(6), 8-10.
61. Luyten, H. (2022). The global rise of online chatting and its adverse effect on reading literacy. Studies in Educational Evaluation, 72, 101101. https://doi.org/10.1016/j.stueduc.2021.101101
62. Mancuso, I., Petruzzelli, A. M., & Panniello, U. (2023). Digital business model innovation in metaverse: How to approach virtual economy opportunities. Information Processing & Management, 60(5), 103457.
63. Marzuki, A. G., & Santiana, S. (2022). Optimizing Kahoot! as Digital Games-Based Learning? for Online Assessment in EFL Class.
64. Massler, U., Müller, W., Iurgel, I., Haake, S., Gantikow, A., & Hadzilacos, T. (2022). Meaningful, gamified training of reading fluency. Frontiers in Computer Science, 4, 968137.
65. Michailidis, T. (2024). Enhancing Reading Skills in an Academic Library: A Case Study of a Reading Groups. Futurity Education, 4(1), 290-305.
66. Musti, S., Smith, J. M., & Begeny, J. C. (2022). A Virtual Tutoring Program to Increase Students’ Text Reading Fluency. Intervention in School and Clinic, , 10534512221140474.
67. Najmi, A. H., Alhalafawy, W. S., & Zaki, M. Z. T. (2023). Developing a Sustainable Environment Based on Augmented Reality to Educate Adolescents about the Dangers of Electronic Gaming Addiction. Sustainability, 15(4), 3185. https://doi.org/https://doi.org/10.3390/su15043185
68. Obenza, B., & Obenza-Tanudtanud, D. M. (2024). Assessment of Educational Digital Game-Based Learning and Academic Performance of Grade Six Pupils. Obenza-Tanudtanud, DMN, & Obenza, BN (2024).Assessment of Educational Digital Game-Based Learning and Academic Performance of Grade Six Pupils.American Journal of Interdisciplinary Research and Innovation, 3(1), 1-9.
69. Onuorah, A. R., Aneke, A. O., & Eseadi, C. (2024). Improving Reading Skills and Achievement Motivation of Nigerian Primary School Students Using Cognitive Behavioral Therapy. Journal of Asian and African Studies, , 00219096241235299.
70. Park, J. (2022). Promoting L2 reading fluency at the tertiary level through timed and repeated reading. System, 107, 102802.
71. Psyridou, M., Tolvanen, A., Niemi, P., Lerkkanen, M., Poikkeus, A., & Torppa, M. (2022). Development of silent reading fluency and reading comprehension across grades 1 to 9: unidirectional or bidirectional effects between the two skills? Reading and Writing, , 1-28.
72. Rasinski, T., Galeza, A., Vogel, L., Viton, B., Rundo, H., Royan, E., Nemer Shaheen, R., Bartholomew, M., Kaewkaemket, C., & Stokes, F. (2022). Oral Reading Fluency of College Graduates: Toward a Deeper Understanding of College Ready Fluency. Journal of Adolescent & Adult Literacy, 66(1), 23-30.
73. Reina-Reina, C., Antón, E., & Duñabeitia, J. A. (2024). A Systematic Literature Review of the Impact of Cognitive Stimulation Programs on Reading Skills in Children Aged between 6 and 12 Years Old. Education Sciences, 14(3), 229.
74. Ripke, M., Huston, A. C., Eccles, J., & Templeton, J. (2008). The assessment of psychological, emotional, and social development indicators in middle childhood. Key Indicators of Child and Youth Well-being: Completing the Picture, , 131-165.
75. Ristanto, R. H., Kristiani, E., & Lisanti, E. (2022). Flipped classroom–digital game based learning (FC-DGBL): Enhancing genetics conceptual understanding of students in bilingual programme. Journal of Turkish Science Education, 19(1), 332-352.
76. Roodt, S., & Ryklief, Y. (2022). Using digital game-based learning to improve the academic efficiency of vocational education students. Research Anthology on Vocational Education and Preparing Future Workers (pp. 643-671). IGI Global.
77. Rosa, E., Salom, R., & Perea, M. (2022). Contextual diversity favors the learning of new words in children regardless of their comprehension skills. Journal of Experimental Child Psychology, 214, 105312. https://doi.org/10.1016/j.jecp.2021.105312
78. Ruipérez-Valiente, J. A., & Kim, Y. J. (2020). Effects of solo vs. collaborative play in a digital learning game on geometry: Results from a K12 experiment. Computers & Education, 159, 104008. https://doi.org/10.1016/j.compedu.2020.104008
79. Safitri, D., Awalia, S., Sekaringtyas, T., Nuraini, S., Lestari, I., Suntari, Y., Marini, A., Iskandar, R., & Sudrajat, A. (2022). Improvement of Student Learning Motivation through Word-Wall-based Digital Game Media. iJIM, 16(06), 189.
80. Saleem, R. Y., Zaki, M. Z., & Alhalafawy, W. S. (2024). Improving awareness of foreign domestic workers during the COVID-19 pandemic using infographics: An experience during the crisis. Journal of Infrastructure, Policy and Development, 8(5).
81. Seçer, İ, & Us, E. Ö. (2023). Digital gaming trends of middle-aged and older adults: a sample from Turkey. Simulation & Gaming, 54(1), 85-103.
82. Shorey, S., Chan, V., Rajendran, P., & Ang, E. (2021). Learning styles, preferences and needs of generation Z healthcare students: Scoping review. Nurse Education in Practice, 57, 103247. https://doi.org/10.1016/j.nepr.2021.103247
83. Steinrücke, J., Veldkamp, B. P., & de Jong, T. (2023). The effect of self-reflection on information usage and information literacy in a digital serious game. Computers and Education Open, 4, 100133.
84. Sutrisno, D., & Abidin, N. A. Z. (2023). Unleashing the power of pixels: Digital gaming as an unconventional catalyst for spontaneous language learning in an EFL environment. Teaching English as a Foreign Language Journal, 2(1), 20-35.
85. Torppa, M., Vasalampi, K., Eklund, K., & Niemi, P. (2022). Long-term effects of the home literacy environment on reading development: Familial risk for dyslexia as a moderator. Journal of Experimental Child Psychology, 215, 105314. https://doi.org/10.1016/j.jecp.2021.105314
86. Vakoula, E., & Psomos, P. (2023). SERIOUS GAMES IN LEARNING FOREIGN LANGUAGES: EDUCATIONAL BENEFITS. Paper presented at the INTED2023 Proceedings, 7208-7214.
87. Velaora, C., Dimos, I., Tsagiopoulou, S., & Kakarountas, A. (2022). A game-based learning approach in digital design course to enhance students’ competency. Information, 13(4), 177.
88. Vu, D. V., & Peters, E. (2023). A longitudinal study on the effect of mode of reading on incidental collocation learning and predictors of learning gains. Tesol Quarterly, 57(1), 5-32.
89. Wang, X., Wang, S., Wang, J., Hwang, G., & Xu, S. (2023). Effects of a two-tier test strategy on students’ digital game-based learning performances and flow experience in environmental education. Journal of Educational Computing Research, 60(8), 1942-1968.
90. Wegener, S., Wang, H., Beyersmann, E., Nation, K., Colenbrander, D., & Castles, A. (2022). The effects of spacing and massing on children’s orthographic learning. Journal of Experimental Child Psychology, 214, 105309. https://doi.org/10.1016/j.jecp.2021.105309
91. Wood, E., Biggs, K., & Molnar, M. (2024). Dynamic Assessments of Word Reading Skills in Diverse School-Age Children: A Meta-Analysis. Perspectives of the ASHA Special Interest Groups, , 1-19.
92. Yeh, Y., & Ting, Y. (2023). Comparisons of creativity performance and learning effects through digital game‐based creativity learning between elementary school children in rural and urban areas. British Journal of Educational Psychology, , e12594.
93. Yu, Y., & Tsuei, M. (2022). The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy. Interactive Learning Environments, , 1-20.
94. Zeidan, A. A., Alhalafawy, W. S., & Tawfiq, M. Z. (2017). The Effect of (Macro/Micro) Wiki Content Organization on Developing Metacognition Skills. Life Science Journal, 14(12).
95. Zeidan, A. A., Alhalafawy, W. S., Tawfiq, M. Z., & Abdelhameed, W. R. (2015). The effectiveness of some e-blogging patterns on developing the informational awareness for the educational technology innovations and the King Abdul-Aziz University postgraduate students' attitudes towards it. Life Science Journal,12(12).
96. Zhou, Y., & Li, Q. (2023). From Theory to Practice: Leveraging Information Processing Theory for Optimal Learning Outcomes. Journal of Education and Educational Research, 4(1), 30-32.