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مجلة دراسات وبحوث في التربية النوعية
كلية التربية النوعية جامعة الزقازيق
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| Abstract: |
The research aimed to raise the level of students of the third level, the educational technology program, Faculty of Specific Education - Zagazig University in creative design skills, and self-efficacy, through the design of an e-learning environment based on interaction The mode of presenting a competitive learning strategy (even / group) and the timing of providing rewards (immediate/ postponed), and then revealing the impact of this interaction in the development of some cognitive and performance aspects associated with creative design skills and academic self-efficacy, and the descriptive analytical approach was used, the curriculum The research sample consisted of (60) male and female students, Where the experiment was conducted on four experimental groups, the first is the interaction between the pattern of presenting the competitive learning strategy in pairs with the timing of providing rewards immediately, the second experimental group The interaction between the mode of presenting the competitive learning strategy collectively with the timing of providing rewards immediately, the third experimental group: the interaction between the pattern of presenting the competitive learning strategy in pairs with the timing of providing rewards in a deferred manner, the fourth experimental group The interaction between the pattern of presenting the competitive learning strategy collectively With the timing of providing rewards in a deferred manner, the measurement tools were represented in the achievement test, observation card, product evaluation card and academic self-efficacy scale, and the results resulted in statistically significant differences between the average scores of students in the level of achievement in favor of students of the third experimental group (double competition / postponed timing), as well as the results indicated that there are statistically significant differences between the average scores of students in skill performance, and product quality in favor of students of the second experimental group (collective competition / immediate timing),The main recommendation of the research The need to employ a competitive learning strategy with the timing of rewards in e-learning environments.
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