Educational computer games
E Amini Far; B. Saleh Sedghpour; H. Zadeh Dabagh
Abstract
The purpose of this study was to examine the effect of a mathematics computer game on students’ mathematics achievement and motivation. By using a simple random sampling technique, forty students who study at grade seven were chosen. Twenty students considered as experimental and twenty as control ...
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The purpose of this study was to examine the effect of a mathematics computer game on students’ mathematics achievement and motivation. By using a simple random sampling technique, forty students who study at grade seven were chosen. Twenty students considered as experimental and twenty as control groups. Students’ mathematics achievement in both groups was measured using a pre-test. The results showed no statistically significant difference on the students’ pre-test scores. The experimental group was taught eight one-hour sessions during two weeks using mathematics computer game, while the control group was taught through traditional method. Both groups were also given a mathematics motivation questionnaire. After teaching period, a post-test was taken from both groups to measure acquired knowledge about the subjects taught. Multivariate Analysis of Variance (MANOVA) was conducted to analyze the data. Results clearly indicated that mathematics computer game enhanced students’ mathematics achievement; it impacts on approach motivation and mathematics attitude; but it doesn’t have any effect on avoidance motivation.
Electronic learning- virtual
E. Aminifar; B. Saleh Sedghpour; F. Valinejad
Abstract
To investigate the impact of technology on the mathematics learning, female students of two mathematics classes who studying at pre-university level in Torkamanchay, were selected as experimental and control group. Graph subject was taught to the experimental group by NEWGRAPH software (a kind of dynamic ...
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To investigate the impact of technology on the mathematics learning, female students of two mathematics classes who studying at pre-university level in Torkamanchay, were selected as experimental and control group. Graph subject was taught to the experimental group by NEWGRAPH software (a kind of dynamic interactive software), and to the control group without it. At first a pre-test and after the teaching period, a post-test was given to both groups. Statistical analysis revealed the experimental group’s marks is better than the control group’s marks. This research is also about answering to questions, in teaching by technology, whether the total of teaching should be done by using technology, or must integrate with other teaching methods?, which patterns for teaching without technology could be deducted from this research?