Abstract
The influence of smart games in teaching English appropriately for the Arabs
Effective teaching starts with the consideration of how students learn, think and analyze, how much they are involved and interested. To achieve these overlapping b aims, the researchers consider the smart games as a big source to motivate students to learn and to get involved. So it seems reasonable to ask to what extent smart games can provide students with meaningful educational experiences.
The study was conducted on the second graders -26 male and female students- at Al-Omariya Basic Schools during the first semester 2016-2017 where the researchers integrated some smart games in teaching such as puzzle, Thinker Toy, snake game and what is the difference. The rest of the second graders were taught according to the instructions of the syllabus and schools regulations. The necessary data were collected via in depth classroom observation and learning cycles.
Findings will hopefully reveal that using smart games changes positively student's attitudes towards learning as it improves the quality of learning through better understanding. The results also will indicate that student's prefer learning via smart games as they forget about time and stay involved. These results have big implications on classroom practice such as learning for fun, challenging learning and unconscious learning.
By Dr. Ahmad Awad
Ms. Halah Hirzellah