تعداد نشریات | 11 |
تعداد شمارهها | 210 |
تعداد مقالات | 2,098 |
تعداد مشاهده مقاله | 2,877,256 |
تعداد دریافت فایل اصل مقاله | 2,085,040 |
مقایسه ی اثربخشی آموزش مبتنی بر بازی رایانهای آموزشی و آموزش مبتنی بر فیلم آموزشی بر خلاقیت و انگیزش دانش آموزان | ||
فناوری آموزش | ||
مقاله 6، دوره 11، شماره 4 - شماره پیاپی 44، مهر 1396، صفحه 347-358 اصل مقاله (1.74 M) | ||
نوع مقاله: مقاله پژوهشی | ||
شناسه دیجیتال (DOI): 10.22061/jte.2017.733 | ||
نویسندگان | ||
سعید پورروستایی اردکانی* ؛ زینب عارفی | ||
دانشکده روانشناسی و علوم تربیتی، دانشگاه علامه طباطبائی، تهران، ایران | ||
تاریخ دریافت: 17 بهمن 1395، تاریخ بازنگری: 09 دی 1396، تاریخ پذیرش: 25 دی 1396 | ||
چکیده | ||
این پژوهش با هدف مقایسهی اثربخشی آموزش مبتنی بر بازیهای رایانهای و آموزش مبتنی بر فیلم آموزشی بر خلاقیت و انگیزش دانش آموزان ابتدایی انجام گرفته است. روش پژوهش شبه آزمایشی است که در اجرای آن از طرح پیش آزمون و پس آزمون با گروه کنترل و آزمایش است. جامعه آماری را کلیه ی دانشآموزان دختر سال ششم ابتدایی شهر قم در سال تحصیلی 95-96 تشکیل داده است. نمونه این پژوهش شامل 30 نفر (دو گروه 15 نفری کنترل و آزمایش) از دانش آموزان بود که به روش نمونه گیری در دسترس انتخاب شدند. ابزارهای مورد استفاده در این پژوهش آزمون انگیزش کلر و آزمون خلاقیت تورنس بوده است. تحلیل آماری این پژوهش، توصیفی با استفاده از میانگین و انحراف معیار و استنباطی با کوواریانس تک متغیری و چند متغیری بوده است. یافته های پژوهش نشان می دهد استفاده از بازیهای رایانهای آموزشی در مقایسه با فیلم آموزشی بیش تر موجب افزایش انگیزش در مولفه علاقه به مواد آموزشی میشود درحالیکه در رابطه با خلاقیت تفاوت معناداری بین گروهها وجود ندارد (P>0.05). بنابراین، برای افزایش خلاقیت دانش آموزان با توجه به شرایط و وضعیت موجود در مدرسه میتوان از بازی رایانهای یا فیلم آموزشی استفاده کرد. | ||
کلیدواژهها | ||
بازیهای آموزشی رایانهای؛ فیلمهای آموزشی؛ خلاقیت؛ انگیزش | ||
موضوعات | ||
بازی های رایانه ای آموزشی | ||
عنوان مقاله [English] | ||
The comparative study of the effects of educational computer game and video on students' creativity and motivation | ||
نویسندگان [English] | ||
S. Pourroostaei Aardakani؛ Z. Arefi | ||
Faculty of Psychology and Educational Science, Allameh Tabataba’i University, Tehran, Iran | ||
چکیده [English] | ||
This study aims to compare the effect of educational computer game and video on students' creativity and motivation. This follows a quasi-experiment research pattern in which a pre and post-test is implemented for both the control and experimental groups. The study population covers all the sixth-grade students of elementary school in the city of Qom enrolling over 2016-17 academic year. The experiment sample consists of 30 students (two groups of 15 as control and experimental) selected using a convenience sampling method. The research test focuses on two questionnaires: Clarie motivation and Torrance creativity. Statistical analysis in this research focuses on descriptive using mean and standard deviation and inferential by one-variable and multivariate analysis of covariance. The result shows that the use of educational computer game increases the motivation and interest in educational materials as compared to the educational video whereas there is no significant difference in creativity between the groups (P>0.05). Hence, either educational computer game or educational video can be used to increase the students’ creativity according to the situation and school condition. | ||
کلیدواژهها [English] | ||
Educational Computer Game, Educational Video, Creativity and Motivation | ||
مراجع | ||
[1] Moshtaghi, S., Ghorbani, S., & Rezaeian, H. (2009). Validation of form Farsi scale attitude towards technology in education among secondary school teachers in Tehran. Quarterly educational innovations, 7(26), 108-112. [In Persian] [2] Manteghi, M. (2002). The consequences of video games and computer. Tehran : Culture knowledge. [In Persian] [3] Torense, E. (1974). Creativity. (h. ghasem zadeh, Trans.) Tehran: New World Publishing. [4] FarDanesh, h. (2007). Theoretical foundations of educational technology. Tehran: Samt Publishers. [In Persian] [5] Cheung, A., & Slavin, R. (2013). The effectiveness of educational technology applications for enhancing mathematics achievement in K-12 classrooms. The journal of Education research review, 9(1), 88-113. [6] Tamjid Tash, E. (2011). comparative Examination of the effect of social games and computer games on child's development. payvand Journal, 12(5), 38-41. [In Persian] [7] Pirec, M., Dziabenko, O., & Schinnerl, I. (2003). Aspect of game-based learning. The journal of Proceedings of I know'03 , Graz, Austria , July, 17(6), 216-225. [8] Dizagi, m. (2016). Diverse learning opportunities are created instructional videos. Journal of Educational Technology, 32)2),172-183. [In Persian] [9] Razavi, S. (2008). Designed learning centers. tehran: Publishing roshd farhang. [In Persian] [10] Mokhtari Dizaji, A. (2007). Method utilizes instructional videos. Journal of Educational Technology, 8(15), 24-27. [In Persian] [11] Noroozi, D. (2003). Instructional Design. Tehran: Allameh Tabatabaei University. [In Persian] [12] Emadi, S., & Oroughi Movafagh, M. (2016). The impact of educational games based on a constructivist learning environment to foster creative thinking skills. Journal of initiative and creativity in the humanities, 6(1), 19-44. [In Persian] [13] Shabani, H. (2013). The video tutorial teaching-learning process. Journal of Primary Education, 17(4), 28-37. [In Persian] [14] Moradi, R., & Noroozi, D. (2016). Compare the effectiveness of learning through educational games on the computer and traditional methods of critical thinking skills and creativity in gifted students. Journal of School Psychology, 3(2), 131-150. [In Persian] [15] Velayati, E., Zarei Zavaraki, E., & Amirteimori, M. (2014). The impact of computer games on learning, retention and academic achievement of students with intellectual disability. The journal of psychology of exceptional individuals, 9(3), 111-129. [In Persian] [16] Aminifar, E., Saleh Sedghpoor, B., & Zadehdabagh, H. (2013). The influence of computer games on the motivation and educational progress math students. Journal of Technology and Education, 6(3), 177-184. [In Persian] [17] Sedghpoor, S., & Gholamrezaei, F. (2014). Computer role-playing dimension of academic achievement and student achievement with respect to the language and mathematical knowledge of students. Journal of Information and Communication Technology in Education, 3(3), 89-113. [In Persian] [18] Azimi, E., Jafari Harandi, R., & Moosavipoor, S. (2014). The effectiveness of educational computer games on academic achievement and attitude to learning science. Journal of Research in Curriculum, 15(2), 34-44. [In Persian] [19] Panoutsopoulos, H., & Sampson, D. A study on exploiting commerical digital games into school context. Educational Technology & Society, 15(1), 15-27. [20] Mogillo, G. (2006). Instructional games: scientific language , concept undrestanding, and attitudinal development of middle school learners . Doctoral dissertation , fordham university. New York. [21] Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathmatics computer games on mathematics achievement and class motivation computers & education. Computer and education, 55(2), 427-443. [22] Klein, J., & Freitag, E. (1991). Effects of using an instructional game on motivation and performance. The Journal of Educational Researches, 84(5), 303-308. [23] Velayati, E., & Mousarmezani, F. (2010). Game for learning with game. congress of modern methods of instruction, (Unpublished master’s thesis). Shahid Rajaee teacher Training University. tehran. [In Persian] [24] Melissen, M., & Drent, M. (2008). Gender differencies in computer attitudes:Does school matter? Computers in Humman behavior, 24(3), 969-985. [25] Sitzmann, T. (2011). A meta-analytic exumination of the instructional effectiveness of computer-based simulation games. Personnel Psychology, 64(2), 489-528. [26] Tuuzun, H., Yilmaz-Soyla, M., Karakus, T., Inal, Y., & Kizilkaya, G. (2009). The effect of computer games on primary school achievement and motivation in geograohy learning. Computer & Education, 5(2), 68-77. [27] Razavi, S. (2006). Designed learning centers. Tehran: Roshd Farhang. [In Persian] [28] Ahadian, M. (2000). Design and production of video programs, station and educational videos. Tehran: Payvand Nov. [In Persian]. [29] Mirzabaigi, A. (1993). The use of training films. tehran: Madreseh Publications. [In Persian] [30] Hosseinzadeh, B., Falah, V., & Yaghobi, F. (2014). Comparison of the impact of interactive and non-interactive media on the type of learning styles of secondary school students. Journal of Information and Communication, 4(4), 59-74. [31] Fatemi, M. (2004). The effect of computer-aided instruction and lecturing in mathematical instruction on students' creativity growth. (Unpublished doctoral dissertation). Allameh Tabataba'i University, Tehran. [32] Daviran, E. (2007). Comparison of interactive and inefficient multimedia (educational films) on the self-regulation of Teacher Training Teachers in Zanjan. (Unpublished doctoral dissertation). Allameh Tabataba'i University, Tehran. [33] Gorzin, Z. (2013). Design and production of educational computer game based on the pattern of effective learning environment and its impact on students' motivation and learning. (Unpublished doctoral dissertation). Allameh Tabataba'i University, Tehran. [In Persian] [34] Moradi, R., & Noroozi, D. (2016). Compare the effectiveness of learning through educational games on the computer and traditional methods of critical thinking skills and creativity in gifted students. Journal of School Psychology, 3(2), 131-150. [In Persian] [35] Amory, A. (2007). Game object model version 2 : atheoretical framwork for educational game development. Education Tech Research Development, 5(5), 57-77. [36] Zarabian, F., Rastegarpour, H., Zandi, B., Sarmady, M., & Farajollahi, M. (2009). Review on dictation skills of primary school students based on design. Journal of Research in Curriculum,4(3), 235-247. [In Persian] [37] Dizagi, M. (2016). Educational films create diverse learning opportunities. Roshd Magazine of Educational Technology, 32(2), 18-21. [38] Zaeeri, M. (2012). Formulation of educational film standard. Journal of Elementary Education Growth, 17(4), 10-12. [39] Beris, N., Camp, R., & Sangar, R. (2004). Analysis of psychological data with spss program. Tehran: Doran. | ||
آمار تعداد مشاهده مقاله: 1,584 تعداد دریافت فایل اصل مقاله: 2,450 |