Indian Journal of Science and Technology
Year: 2021, Volume: 14, Issue: 17, Pages: 1364-1378
Original Article
Kawther A Al-Dhlan1, Hamad A Al-reshidi2*
1 Department of information and computer science, College of computer science and engineering, University of Ha’il, KSA
2 Department of Instructional Technology, College of education, University of Ha’il, KSA
*Corresponding author
Email: [email protected]
Received Date:12 March 2021, Accepted Date:29 April 2021, Published Date:13 May 2021
Objectives: To employ the Scratch program for designing electronic educational games in raising technological awareness and visual programing skills to deal with electronic fatal games for first-grade secondary students in Hail- Saudi Arabia. Method: To achieve the goal, the researchers utilize the experimental methods by using one of the educational games programs (Scratch) to develop technological awareness of electronic games for first-grade secondary school students in Hail, Saudi Arabia. Whereas, the research problem was explained in the high number of suicides among adolescents due to the use of fatal games. Besides, an observation method was used where a scale of technological awareness values and a visual programming skills card were prepared to be acquired by students through the program. An exploratory sample of (38) students in the first grade of Ha’il secondary school was selected. The experimental group consisted of a random sample of (48) students in the first grade of Al-Mas secondary school. The research tools were applied before and after the experimental group to determine the significance of the differences. Findings: The results clearly show that there is a statistically significant difference at the level of (0,01) between the average scores of the research sample students in the post and pre-measurement of the technological awareness scale in favor of the research group in the post-measurement and there is a statistically significant difference at the level of (0,01) between the average scores of the research sample students in the post and pre-measurement of the scorecard for the skill performance in visual programming for the research group in the post-measurement. Application: The research concludes with the importance of employing electronic educational games and the interaction between the values of technological awareness and visual programming to deal with electronic fatal games for first-grade secondary students in Ha’il- Saudi Arabia.
Keywords: Educational E-Games; Technological Awareness; Visual Programming; Fatal Games; Scratch program
© 2021 Al-Dhlan & Al-reshidi. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Published By Indian Society for Education and Environment (iSee)
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