E-Lerning
Kh. Aliabadi; H. Abbasi
Abstract
Neo multimedia model and the researcher-made multimedia model on student teachers’ learning in smart board training. To produce multimedia electronic content, various models have been proposed, such as the software development life cycle model and the design and production model of Neo and Neo ...
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Neo multimedia model and the researcher-made multimedia model on student teachers’ learning in smart board training. To produce multimedia electronic content, various models have been proposed, such as the software development life cycle model and the design and production model of Neo and Neo educational multimedia with a constructivist approach. Methods: The statistical population was 310 students of Farhangian University, Alzahra Campus of Zanjan. Using purposive sampling, 110 students were selected as the sample. Randomly, 55 people were placed in the form of 2 classes in the experimental group of the Neo-Neo model; and 55 people were placed in the form of 2 classes in the experimental group of the designed multimedia model. The research type is applied and a quasi-experimental method with a post-test design has been used. The research instrument was a researcher-made test. The validity was confirmed by the technology experts. To determine the reliability, split-half method was used and a reliability coefficient of 82% was obtained. The training was conducted in two experimental groups of 4 sessions of 90 minutes, and then a post-test was performed. Descriptive statistics and inferential statistics (Independent samples t-test) were used to test the hypothesis. Kolmogorov Smirnov test was used to determine the normal distribution of the data, Also, SPSS 22 software was used to analyze the results. Findings: Dispersion and central indices were used to evaluate descriptive statistics. The average and standard deviation of student teachers’ learning who have been trained using electronic content with Neo and Neo multimedia production model was 8.05±2.26 and the average and standard deviation of student teachers’ learning trained according to the researcher-made multimedia production model was 11.14±1.91. Based on the results of Kolmogorov Smirnov test, the variance was equal and the normality of the data distribution was confirmed. The reliability coefficient was 0.95 and the significance level of the mean comparison test (0.000) was lower than the default value (0.05); so the null hypothesis (equality of the average learning rate of student-teachers who have been trained using electronic content based on the Neo and Neo multimedia production model with student-teachers trained based on the researcher-made multimedia production model) was rejected and the opposite assumption (inequality of the average learning rate of student-teachers who have been trained using electronic content based on the Neo and Neo multimedia production model with student-teachers trained based on the researcher-made multimedia production model) was accepted. Also, the value of t = 7.73 was obtained. Conclusion: The results showed that there is a significant difference between the amount of learning of teacher-students trained with Neo and Neo multimedia production model and teacher-students who has been trained with the multimedia production model. The amount of teacher-students’ learning who have been trained by produced electronic content on the basis of researcher-made multimedia model has increased.Therefore, the researcher-made model can reduce the existing shortcomings and limitations. It is suggested to use researcher-made multimedia model in teaching unfamiliar content, direct tutorials and training to novice audiences.
Game-based Education
M. Roshanian Ramin; K. Aliabadi; A. Delavar
Abstract
Background and Objectives: Today Computer games are one of the most effective media among various educational media. However, playing games can be used as a training method in education process. But in the opinion of many researchers, the making the game by the students can have deeper effects and it ...
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Background and Objectives: Today Computer games are one of the most effective media among various educational media. However, playing games can be used as a training method in education process. But in the opinion of many researchers, the making the game by the students can have deeper effects and it is an instructive and enjoyable experience for people, especially students. Computer game-making will stimulate thinking and creativity because in this action individual engaged in the multi-dimension activities. Due to the computer game-making by students is the new phenomenon and lack of enough research on the impact of this activity on creativity, there is a need for more research in this area. In this regard, the main purpose of this study was to investigate the effect of computer game-making on the creativity of elementary male students and sub-objectives were include: 1-Investigating the effect of computer game-making on the fluid dimension of creativity. 2- Investigating the effect of computer game making on the originality dimension of creativity. 3-Investigating the effect of computer game making on the flexibility dimension of creativity. 4- Investigating the effect of computer game making on the expansion dimension of creativity. Materials and Methods: The research method in this study was a quasi-experimental pre-test and post-test design with a control group. The statistical population was all boys' primary schools in the city of Islamshahr. One of these schools was selected. The sample of this study was 40 students from fourth to sixth grade who were selected using simple random sampling method and were randomly assigned to the control and experimental groups. The data collection tool was the Torrance Form B Creativity Test, which includes four subscales: fluidity, flexibility, originality, and expansion. The method of data collection was survey and the method of data analysis was differential t-test. Findings: Data analysis showed that computer game-making had a positive effect on creativity and its dimensions. Regarding the sub-hypotheses, the results showed that the mean score of the fluidity dimension of creativity in the experimental group was 9.21 with a standard deviation of 4.52 and the mean score of the control group was 2.25 with a standard deviation of 1.43. Analysis of the data showed that the experimental group experienced more changes in the creative fluid dimension than the control group and their fluidity increased compare to before playing, (sig 0.001). Therefore, the research hypothesis was confirmed at the level of P Conclusion: game-making involves the user in a real multidimensional problem, and it can provide the context for fostering creativity. Game-making required the presentation of new ideas in the process of designing and producing games, and students saw the result of their work objectively, they had an inner motivation to keep working and continued to complete their ideas as well as come up with new ideas, and this is the point that has been emphasized in theories of creativity.
Electronic learning- virtual
Kh. Aliabadi; A. Delavar; M.R Nili; M. Iziy
Abstract
Background and Objective: The educational system, each decade, faces special audience as learners. These students have special educational characteristics, needs, interests, and preferences that significantly improve the policies, quantity, and quality of the educational system services. The emergence ...
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Background and Objective: The educational system, each decade, faces special audience as learners. These students have special educational characteristics, needs, interests, and preferences that significantly improve the policies, quantity, and quality of the educational system services. The emergence of a generational phenomenon in academic discourses are addressed with themes such as "students of this period of time" and issues such as the differences between the students of the current period of time and the past with respect to motivation, scientific perseverance, academic interests, and academic ethics. The subject of the differences between the learners of one period and another is referred to as the generation gap. Generational issues are one of the most important themes in the field of education, especially higher education. In the early years of the 21st century, some theories about the new generation entering universities were proposed stating that these learners have certain characteristics due to their birth and growth in the age of technology. Labels such as Digital Natives, Millennial, Network Generation, and Digital Learner have been set. The present study aims to validate the Digital Native Characteristics Scale (DNAS). Methods: Regarding to the issue of validity consideration in electronic versions of the instruments; therefore, electronic and printed versions of this scale validated by descriptive-survey method. The population included 7320 undergraduate students of Birjand University who were studying in the academic year 2017-2018. The number of samples in the present study was 374 students who selected from 10 faculties of Birjand University based on the table of sample size of Krejcie and Morgan and using cluster sampling method. The sampling method was such that one class was randomly selected in each faculty, and about 50% of the class population randomly completed the Digital Natives Measurement Scale electronically and the other 50% in print. Findings: The results of exploratory factor analysis showed that both electronic and printed versions had satisfactory validity and reliability. The scale revealed 4 features for digital natives, including: (1) grow up with technology; (2) reliance on the graphic in communication; (3) multitasking; and (4) instant feedback. The electronic version and printed version explained 65.71% and 62.43% of the variance respectively. The total reliability was obtained by Cronbach alpha for the electronic and printed version were α = 0.89 and α = 0.91 respectively. All four identified components in both print and electronic versions had optimum reliability. Conclusion: Comparing the psychometric characteristics of the two electronic and printed formats in the present study did not show a significant difference between these versions. According to the research findings that have confirmed the construct validity and reliability of this scale, this instrument can be used in future research for the purpose of measuring the characteristics of digital natives in Iranian culture and at the academic community. However, pre-university courses it require more research. Also, this instrument can be used for educational design and teaching purposes by educational designers and can be used to adapt the training to the characteristics of this generation. Despite the optimal validity and reliability of the scale in this research, it is recommended that new instruments be designed and validated in future research considering the findings of the present study and using generational theories in Iran.
E-Lerning
M. Zareei; E. Zaraii Zavaraki; Kh. Ali Abadi; A. Delavar
Abstract
Background and Objective: The opportunity to participate and interact more in the learning process on social media is a good incentive to use alternative social media tools, in addition to the usual LMS. In contrast, when using Web 2.0 tools such as social media, the learner is placed in a learning community ...
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Background and Objective: The opportunity to participate and interact more in the learning process on social media is a good incentive to use alternative social media tools, in addition to the usual LMS. In contrast, when using Web 2.0 tools such as social media, the learner is placed in a learning community that can reach a high level of meaning making and knowledge/skill building through interaction with peers and content. Communication formed on social networks provides the basis for the implementation of communication and defines education in terms of interactions in a network in which students exchange their knowledge; Therefore, social media represents a good option to be used as an additional learning resource. Hence, the creation and development of a scientific and trusted social network that can cover the educational needs of the learners and teachers in a digital society and is always available to users is felt. On the other hand, the legal requirements of higher documents such as the 1/17 solution of Fundamental Document of Change of Education that states the filling of the digital divide between educational areas and schools, unveils the need to create a social network of Iranian schools as a suitable platform for key users of learning-teaching environment. Therefore, in order to design a virtual social network model in schools, it is necessary to identify the main and sub-components of this model. The purpose of this study was to compile a model for desiging a virtual social network for Iranian schools. Methods This reseach utilized a mixed– quantitative and qualitative – method, and it was carried out with an exploratory design. The study population in the qualitative phase included the accessible 45 written and electronic documents in English and Persian selected by using purposive sampling. Data collection and analysis were done using inductive content analysis method. The quantitative phase was performed using a survey. The study population included the educational technology specialists of Iran from which a sample of 30 educational technology professors and Ph.D. Candidates were selected on an accessible basis. To collect data, a researcher-made questionnaire was used, the validity and reliability of which was determined by professional assessment and by Cronbach’s alpha (0.86), respectively. To analyze the data, a single-sample t-test was employed. Findings: The findings of the study led to the identification of four main features: network learning, network facilitation, network moderation, network technology, as well as sixteen sub-features, which were functionally and semantically similar to the main features. The results also showed that the extracted model has a high internal validity. Conclusion: According to the results of this study, integrating the existing social netwroks into the present LMSs as a learning environemtn can support network learning in alignment with cultural-constructivism and communicativism. In this context, it defines the active roles in the learning environment in accordance with their functions in this era. Regarding the results of the research hypothesis, it can be concluded that, the extracted model, which includes components such as network learning, network facilitation, network management, and network technology, makes it possible to support student learning in the context of network technology. These components make it possible to implement model patterns in schools. The clear and distinct definitions of the components lead to an accurate understanding of the users and their comprehensiveness. Therefore, the model in question was valid from the point of view of experts who had practical knowledge about the use of social networks in learning.