The effect of varying timing of providing activities based on electronic games on increasing motivation among primary school students

Author

باحثة ماجستير كلية التربية النوعية جامعة الفيوم قسم تكنولوجيا التعليم

Abstract

The rapid technological progress and the tremendous revolution in information technology have led to the need to develop and integrate electronic games into the educational process, especially with the increasing popularity of electronic games, as well as the increase in public interest and the broad desire by users of electronic game-based learning (DGBL) in the learning processes to benefit from the method. Traditional learning using games to the use of electronic games, in addition to the fact that there is widespread interest in games as effective educational tools (Van Eck, 2006) that work to support learning purposes in e-learning environments, to enhance the acquisition of a variety of knowledge, skills, or educational outcomes; As it constitutes a real educational experience for the learner, through which learners can invest in learning by playing all the time and feel energy and commitment to learning, while at the same time deriving enjoyment and fun during learning.

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