This study aims to investigate the effectiveness of using interactive digital videos on developing sixth graders' English reading skills and vocabulary learning and its retention. To achieve this aim, the researcher adopted the experimental approach and recruited a sample of 82 6th grade EFL male learners. The researcher used 5 instruments to collect data: 1) A content analysis card of 24 items for the reading comprehension texts of English for Palestine 6B, Holsti's equation was used to count the reliability of the analysis; 2) A checklist for teachers to determine the most important reading comprehension skills; 3) A pre and post reading comprehension test; 4) A pre and post vocabulary test; 5) A delayed vocabulary retention test held after two weeks of the post vocabulary rest. The study results revealed that IDVs were effective in developing reading comprehension, and in learning and retaining vocabulary.
The Corona Global Pandemic created challenges for teachers and students in using E-learning tools in the teaching and learning process. Thus, training teachers to use these tools was extremely crucial. The current study examined the effectiveness of E-learning environments on developing the skills to design E-tivities based on Gamification for Gaza technology teachers. The researchers followed the quasi-experimental approach for two randomly selected experimental groups. The first experimental group was taught via E-learning social environment Edmodo, while the second experimental group was taught via the personal E-learning environment Wordpress. Every group consists of 30 teachers teaching Information Technology for secondary students. The group equivalence was adjusted before the experiment in designing E-tivities skills based on gamification. To collect data, the researchers prepared an observation card of the skills for designing E-tivities based on gamification. The observation card dealt with the design tools and their sub-indicators, and it was applied before and after the intervention phase. The results showed that there were no statistically significant differences at the level (? ? 0.05) between the mean of the teachers’ scores in the experimental social environment group Edmodo, and the experimental personal learning environment group Wordpress in the post-application of the observation card for designing E-tivities skills based on gamification. Additionally, the findings revealed a great effectiveness of E-learning social environment Edmodo and the personal E-learning environment Wordpress on developing skills for designing E-tivities based on gamification. In the light of these results, it is recommended that social and personal E-learning environments should be employed in developing the skills of teachers and improving their experiences. This is helpful in organizing and displaying information in additon to facilitating communication between the components of the educational process and the benefit of using these environments in training teachers under the Global pandemic, Coronavirus, COVID-19.
Abstract: The aim of the current study is to investigate the effect of a suggested model RW based on constructivism on Palestinian EFL secondary school students' writing skill performance. The sample consisted of (87) female students divided into two groups; a control group 43 and an experimental group 44 students. The researchers used quasi-experimental design of two purposefully assigned, randomly-chosen groups with pre and post tests for each. Different statistical tests included in the Statistical Package for the Social Sciences (SPSS) were used to analyze the data collected while answering the study questions and testing the hypotheses. The results showed that there were statistically significant differences at (? ? 0.05) between the experimental group and the control group in relation to the writing skills in favor of the former. Also, the effect size of using the model based on constructivism was significantly large on students' writing skills. The researcher strongly recommended using the suggested model RW in teaching writing skill for the EFL secondary school students.
The study aimed to design learning environment based on ISTE standards for students and computer science educators. For answering the questions of the study, the researchers adopted the descriptive approach, they Identified the ISTE standards and analyzed the content of instructional technology course based on ISTE standards for students and for computer science educators, then they designed learning environment based on this standard. The sample of the study consists of all students enrolled for an instructional technology course at the first semester 2017 in faculty of education in the Islamic University; the tool of the study was a content analysis to analyze and design the learning environment based on ISTE standards. The study recommended Integrate ISTE standards in academic preparation programs for teachers of faculty of education and Hold training courses for students and teachers in universities to introduce ISTE standards, and motivate teachers and students to embrace these standards.
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