The Effect of different gamification patterns in a crowdsourced e-learning environment on technological acceptance among educational technology students

Authors

1 Assistant Lecturer of Educational Technology - Faculty of Specific Education - Fayoum University

2 Professor of Educational Technology, Faculty of Education, Helwan University

3 Assistant Professor of Educational Technology, Faculty of Specific Education, Fayoum University

4 Educational Technology Lecturer, Faculty of Specific Education, Fayoum University

Abstract

The objective of the current study is to identify the difference in the type of gamification patterns (cooperation - competition) in an e-learning environment based on crowd sourcing in terms of technological acceptance among educational technology students. Besides, the study used the semi-experimental approach. Abdellatif Al-Jazzar 2014 modified model for e-learning environments was also adopted. The sample consisted of (68) female and male students of the third year Department of Educational Technology, Faculty of Specific Education, Fayoum University. and the appropriate statistical processing methods were applied using the (25V SPSS) program ,The main findings of the study are that no differences between the experimental groups on the scale of technological acceptance.

Keywords