THE EFFECTIVENESS OF DIGITAL GAMES IN TEACHING ISLAMIC EDUCATION FOR THE THIRD GRADE INTERMEDIATE FROM THE TEACHERS' POINT OF VIEW
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Objective: The study aimed to identify the effectiveness of digital games in teaching Islamic education from the point of view of third-grade intermediate teachers in Kirkuk Governorate. Method: The researcher used the descriptive-analytical method in conducting this study, where the study sample consisted of 150 teachers of Islamic education in Kirkuk, who were randomly selected from among 170 teachers and schools to whom the questionnaires were distributed, with a response rate of 88.24%. A 14-item questionnaire was used to measure the effectiveness of digital games in improving students' comprehension. The validity of the questionnaire was verified using multiple methods, and the stability was tested using the Cronbach's alpha method. Results: The results of the study resulted in the effectiveness of digital games in teaching Islamic education from the point of view of teachers in Kirkuk Governorate, as the study did not show any statistically significant differences at the level of (0.05) between teachers' opinions based on the gender variable, which indicates that the effect of digital games on the teaching of Islamic education was equal between males and females. The results also showed that teachers with more than 10 years of teaching experience had more positive opinions about the effectiveness of digital games in improving students' understanding of religious concepts, while no statistically significant differences were shown between teachers according to the number of years of other experience. Novelty: A 14-item questionnaire was used to measure the effectiveness of digital games in improving students' comprehension.
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