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The research aims to study the effectiveness of an educational program based on the entertaining mathematics activities and its effect on improving mathematics achievement in sample of 60 pupils, divided into two groups: experimental and control gr oups. The researcher applied an educational program based on entertaining activities the experimental group, while the experimental group learned through the usual method. She prepared the study achievement, then she collected the data and analyzed it. The reached the following results: 1. There is no statistically significant difference the level 0.5% between the average scores of pupils marks in experimental and control group the improving of educational achievement. 2. The effectiveness entertaining activities in improving the achievement the third grade pupils in mathematics. Search has ended with a collection of suggestions only for conferences activities in learning mathematics.
The aim of the research was to construct and design a science-based multimedia education program for Grade 6 students, and to investigate the impact on learning achievement in the light of Bloom's cognitive levels (remembering, understanding, appl ying) and at the test level as a whole. The researcher used the semi-experimental method, where the sample was divided into two experimental groups taught by multimedia software, and a control group taught in the traditional way by the traditional school explanation. The researcher selected two samples of the sixth grade students randomly and systematically. The total number of students in each group was 25 divided by gender (23 males and 12 females) for each group, bringing the total number of students to 50. The first module of the science curriculum for the sixth grade was selected, entitled (Classification of Biology and Study of Inter-Biology Relationships in the Environment), Chapter 1 (General Characteristics and Classification of Biology) for the first semester of the academic year 2017-2018. Using the appropriate statistical methods, an impact of the multimedia learning program was found in the post-post and post-post-test trials for the experimental group.
This research aims to study the effectiveness of teaching sport skills with modern technology through the deployment of an educational program using a computer, and multimedia programs to teach the skill of the punch straight left-oriented head. The aim is also to apply it to boxer's junior clubs training boxing in the province of Lattakia in the period between 2/6 till 17/6/2013. To achieve the aim, the researcher compares the performance results of the experimental group that learned by tutorial, with the results of the control group which was trained in the usual way followed in the clubs. The research concludes that there are significant differences between the experimental and control groups in learning punch straight left-oriented head. These differences are in favor of the experimental group. This shows the positive impact of the educational program using computer to learn punch straight to the top of the left- oriented.
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