An-Najah University Journal for Research - B (Humanities)

The Impact of using Computerized Games on Anxiety, Pleasure, Motivation and Self-Perception of the Female Students in the Sixth Grade in the Schools of Tubas when Learning Mathematics

Article info

2017-11-20
2018-06-10
1061 - 1096

Keywords

  • Motivation
  • Anxiety
  • Self-Perception.
  • Computerized Games

Abstract

This study aims at exploring the tendencies of the 6th grade students towards learning the unit of “geometry” focusing on the influence of teaching it by using computerized games on the 6th grade students’ anxiety, pleasure, motivation and self- perception. The researchers employed the experimental design. Further, the population of the study comprised 70 female students from the 6th grade of Tamoun Girl’s Basic School II. The sample was divided into two groups, namely: experimental and control. In the former, the content of the unit of “geometry” was enriched and evaluated by using computerized games. The study uses a number of tools, namely: computerized games, watching the content of the classes, a questionnaire measuring students’ anxiety, pleasure, motivation and self- perception. The researcher distributed the thirty-two question. The study revealed that there is a positive effect of computerized games on anxiety, pleasure, motivation and self-perception among students as the researcher observed. The study recommended to use various methods in teaching mathematics for the importance of excitement and suspense, and to It is vital to use the educational system based on computerized games for its importance in order to motivate students to learn mathematics

Recommended Citation

Bsharat, A., & Affouneh, S. (2019). The Impact of using Computerized Games on Anxiety, Pleasure, Motivation and Self-Perception of the Female Students in the Sixth Grade in the Schools of Tubas when Learning Mathematics. An-Najah University Journal for Research - B (Humanities), 33(7), 1061–1096. https://doi.org/10.35552/0247-033-007-001
[1]A. Bsharat and S. Affouneh, “The Impact of using Computerized Games on Anxiety, Pleasure, Motivation and Self-Perception of the Female Students in the Sixth Grade in the Schools of Tubas when Learning Mathematics,” An-Najah University Journal for Research - B (Humanities), vol. 33, no. 7, pp. 1061–1096, Jul. 2019, doi: 10.35552/0247-033-007-001.
Bsharat, Amal, and Saida Affouneh. “The Impact of Using Computerized Games on Anxiety, Pleasure, Motivation and Self-Perception of the Female Students in the Sixth Grade in the Schools of Tubas When Learning Mathematics.” An-Najah University Journal for Research - B (Humanities), vol. 33, no. 7, July 2019, pp. 1061–96. Crossref, https://doi.org/10.35552/0247-033-007-001.
1.Bsharat A, Affouneh S. The Impact of using Computerized Games on Anxiety, Pleasure, Motivation and Self-Perception of the Female Students in the Sixth Grade in the Schools of Tubas when Learning Mathematics. An-Najah University Journal for Research - B (Humanities) [Internet]. 2019 Jul;33(7):1061–96. Available from: http://dx.doi.org/10.35552/0247-033-007-001
Bsharat, Amal, and Saida Affouneh. “The Impact of Using Computerized Games on Anxiety, Pleasure, Motivation and Self-Perception of the Female Students in the Sixth Grade in the Schools of Tubas When Learning Mathematics.” An-Najah University Journal for Research - B (Humanities) 33, no. 7 (July 2019): 1061–96. https://doi.org/10.35552/0247-033-007-001.

أثر استخدام الألعاب المحوسبة على القلق والمتعة والدافعية والنظرة إلى الذات لدى طالبات الصف السادس في مدارس محافظة طوباس عند تعلمهم مادة الرياضيات

معلومات المقال

2017-11-20
2018-06-10
1061 - 1096

الكلمات الإفتتاحية

  • Motivation
  • Anxiety
  • Self-Perception.
  • Computerized Games

الملخص

هدفت هذه الدراسة إلى الكشف عن أثر استخدام الألعاب المحوسبة على القلق والمتعة والدافعية والنظرة إلى الذات لدى طالبات الصف السادس الأساسي في وحدة الهندسة، واستخدمت الباحثتان تصميماً شبه تجريبي، وتم تطبيق الدراسة على عينة مكونة من (70) طالبة من طالبات الصف السادس الأساسي بمدرسة طمون الأساسية الثانية للإناث، وتم تقسيم العينة إلى مجموعتين إحداهما تجريبية، تم إثراء وتقويم محتوى وحدة الهندسة باستخدام الألعاب المحوسبة، والأخرى ضابطة تم إثراء وتقويم الوحدة نفسها بالطريقة الاعتيادية، وطُبّقت على عينة الدراسة الأدوات الآتية: الألعاب المحوسبة، ومشاهدة محتوى الحصص الصفية وتحليلها، واستبانة لقياس كل من القلق والمتعة والدافعية والنظرة إلى الذات، مكونة من (32) فقرة، وتوصلت الدراسة إلى وجود أثر إيجابي للألعاب المحوسبة على القلق والمتعة والدافعية والنظرة إلى الذات لدى الطالبات. وفي ضوء ذلك تمت التوصية، بضرورة التنويع في الأساليب المستخدمة في تدريس الرياضيات لأهمية ذلك في التشويق والإثارة والمتعة، وتعزيز استخدام التعليم القائم على الألعاب المحوسبة لأهميته في استثارة دافعية المتعلم.

Recommended Citation

Bsharat, A., & Affouneh, S. (2019). The Impact of using Computerized Games on Anxiety, Pleasure, Motivation and Self-Perception of the Female Students in the Sixth Grade in the Schools of Tubas when Learning Mathematics. An-Najah University Journal for Research - B (Humanities), 33(7), 1061–1096. https://doi.org/10.35552/0247-033-007-001
[1]A. Bsharat and S. Affouneh, “The Impact of using Computerized Games on Anxiety, Pleasure, Motivation and Self-Perception of the Female Students in the Sixth Grade in the Schools of Tubas when Learning Mathematics,” An-Najah University Journal for Research - B (Humanities), vol. 33, no. 7, pp. 1061–1096, Jul. 2019, doi: 10.35552/0247-033-007-001.
Bsharat, Amal, and Saida Affouneh. “The Impact of Using Computerized Games on Anxiety, Pleasure, Motivation and Self-Perception of the Female Students in the Sixth Grade in the Schools of Tubas When Learning Mathematics.” An-Najah University Journal for Research - B (Humanities), vol. 33, no. 7, July 2019, pp. 1061–96. Crossref, https://doi.org/10.35552/0247-033-007-001.
1.Bsharat A, Affouneh S. The Impact of using Computerized Games on Anxiety, Pleasure, Motivation and Self-Perception of the Female Students in the Sixth Grade in the Schools of Tubas when Learning Mathematics. An-Najah University Journal for Research - B (Humanities) [Internet]. 2019 Jul;33(7):1061–96. Available from: http://dx.doi.org/10.35552/0247-033-007-001
Bsharat, Amal, and Saida Affouneh. “The Impact of Using Computerized Games on Anxiety, Pleasure, Motivation and Self-Perception of the Female Students in the Sixth Grade in the Schools of Tubas When Learning Mathematics.” An-Najah University Journal for Research - B (Humanities) 33, no. 7 (July 2019): 1061–96. https://doi.org/10.35552/0247-033-007-001.

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