مقایسه ی اثربخشی آموزش مبتنی بر بازی رایانه‌ای آموزشی و آموزش مبتنی بر فیلم آموزشی بر خلاقیت و انگیزش دانش آموزان

نوع مقاله: مقاله پژوهشی

نویسندگان

1 علوم کامپیوتر، دانشکده روانشناسی و علوم تربیتی، دانشگاه علامه طباطبائی، تهران، ایران

2 تکنولوژی آموزشی، دانشکده روانشناسی و علوم تربیتی، دانشگاه علامه طباطبائی، تهران، ایران

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.

چکیده تصویری

مقایسه ی اثربخشی آموزش مبتنی بر بازی رایانه‌ای آموزشی و آموزش مبتنی بر فیلم آموزشی بر خلاقیت و انگیزش دانش آموزان

کلیدواژه‌ها


عنوان مقاله [English]

The Comparison of Educational Computer Game and Video Impact on Students' Creativity and Motivation

نویسندگان [English]

  • saeid pourroostaei ardakani 1
  • zeinab arefi 2
1 Computer Science, Faculty of Psychology and Educational Science, Allameh Tabataba’i University, Tehran, Iran
2 Educational Technology, 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

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