This study aimed at identifying the effectiveness of Educational Computer Gameson the academic achievement and creative thinking in science for the 5th Basic elementry students at UNRWA schools. To answer the questions of this study a Quasi-experimental design was used. The sample consistined of (80) students from the fifth grade. The study was conducted in the second semester of the year (2016/2017). The sample was distributed into two groups: experimental group and control group. Two tools were used for data collection: the achievement test and a test of the students creative thinking skills. The tools were verified in terms of realability and validity. The hypothesis were tested at significancy level (α = 0.05) using two way ANCOVA. The results showed that there were statistically significantdifferences between the achievement of the experimental group and the control group due to teaching method in favor of the experimental group. Also there were no significant differences due to gender . Also there were statistically significant differences due to interaction between the method of teaching gender in favor of the experimental group. There were no significant differences between students creative thinking due to teachingmethod while there were significant differences in creative thinking due to gender in favor of female students.
Ramdan, Mahmoud and Marei, Suzan
"Effectiveness of using educational computer games on the fifth grade students’ achievement and creative thinking in science in the UNRWA schools,"
An-Najah University Journal for Research - B (Humanities): Vol. 34:
12, Article 2.
Available at: https://digitalcommons.aaru.edu.jo/anujr_b/vol34/iss12/2