The research aims to recognize the impact of the use of educational
computer simulation games and their impact on some basic skills and
knowledge acquisition in volleyball for students in the second phase of
basic education and has been used "Researcher" Experimental curriculum
due to its suitability to the nature of this research, which is the experimental
design of two groups, one experimental and one female officer using tribal
and postgraduate measurement of both groups. He has chosen the research
community in a deliberate manner from the pupils of the Tant Al Jazeera
Preparatory School of the Toukh Education Department, Qalibiya, for the
academic year (2021-2022), and the research community was selected
from the first grade preparatory pupils (70) pupils, the research sample was
selected consisting of (45) pupils in a deliberate, random manner to
represent the research sample, withdrawn 15 pupils for the reconnaissance
sample, the rest divided into two groups, including a control group (15)
pupils, the other pilot group (15) pupils, 8 weeks' duration and in the light
of research objectives and assumptions, and after the collection,
processing, presentation and discussion of statistical data, and the
research's findings, the following conclusions and recommendations were
made in the light of the approach followed and the findings reached. And
within the limits of the research sample, the researcher concluded that the
use of teaching through educational electronic simulation games positively
affected the level of skilled students as well as the level of cognitive
attainment of the students of the experimental group learning some basic
skills and the level of cognitive attainment of the pilot group studied using
educational electronic simulation games, The pilot group's pupils have
shown a positive trend towards the use of educational electronic games for
learning. |