تصميم بيئة تدريبية قائمة على الألعاب الرقمية وأثرها في تنمية مهارات إنتاج المحتوى الرقمي

  • أ. أيمن عبدالله مرحبي باحث دكتوراه، جامعة الملك عبدالعزيز، جدة، المملكة العربية السعودية
  • أحمد بن عطية السهيمي باحث دكتوراه، جامعة الملك عبدالعزيز، جدة، المملكة العربية السعودية
الكلمات المفتاحية: الألعاب الرقمية، بيئة تدريب، المحتوى الرقمي

الملخص

البيئات الرقمية أصبحت أكثر وصولا إلى الجميع لسهولة انتشارها واستخدامها وقلة تكلفتها، ولما لبيئة الألعاب من أسس نظرية تنطلق منها كأساس كنظرية الدافعية والانتشار والابداع، تم تصميم بيئة تدريب قائمة على الألعاب الرقمية للمساهمة في دعم أداء المعلمين خلال تأدية أعمالهم فيما يختص بزيادة الدعم والتعزيز المستمر لهم، الفروقات الفردية للطلبة تحتم على المعلم مواكبة المستجدات بشكل مستمر ودائم وإنتاج محتوى رقمي يتناسب مع الجيل الجديد مع الطلبة لتسهيل وصول المعلومة، لذا هدفت الدراسة الحالية إلى تعزيز قدرة المعلمين في انتاج محتوى رقمي يلي حاجات الطلبة، واستخدمت الدراسة المنهج شبه التجريبي – تصميم المجموعتين التجريبيتين ولتحقيق ذلك تم اختيار عينة عشوائية من (30) معلم. مع مجموعتين تجريبيتين، الأولى استخدمت النمط الفردي لإنتاج المحتوى الرقمي والثانية استخدمت النمط الجماعي، وقد تم تعريض المجموعات للمعالجة التجريبية من خلال بيئة التدريب الرقمية للإجابة على أسئلة البحث وفرضياته، وجمعت بيانات الدراسة باستخدام اختبار تحصيلي وبطاقة ملاحظة أداء، وحللت بيانات أداتي الدراسة من خلال مجموع ومتوسط الرتب بالإضافة إلى قيمة اختبار Mann Whitny U، وقد أظهرت النتائج وجود فروق ذات دلالة إحصائية عند مستوى دلالة 0.05 للمجموعتين التجريبيتين، وأظهرت تفوق المجموعة الجماعية في الأداء على المجموعة الفردية، بيئات التدريب الرقمية القائمة على الألعاب أثبتت قدرتها في تحسين أداء المعلمين في انتاج المحتوى الرقمي، وأظهرت النتائج تفوق المجموعة الجماعية في انتاج المحتوى الرقمي.

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منشور
2025-02-17
كيفية الاقتباس
أ. أيمن عبدالله مرحبي, & أحمد بن عطية السهيمي. (2025). تصميم بيئة تدريبية قائمة على الألعاب الرقمية وأثرها في تنمية مهارات إنتاج المحتوى الرقمي. Journal of Arts, Literature, Humanities and Social Sciences, (117), 528-546. https://doi.org/10.33193/JALHSS.117.2025.1362
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