Educational computer games
S. Golzar Aziz; Z. Khoshneshin; Y Mahdavinasab; M. Rajabi
Abstract
Background and Objectives: The rapid advance of smart technologies has transformed various aspects of social life and, by its very nature, has significantly changed the nature, timing, and place of learning. Digital educational games, which in turn are one of the manifestations of technological progress ...
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Background and Objectives: The rapid advance of smart technologies has transformed various aspects of social life and, by its very nature, has significantly changed the nature, timing, and place of learning. Digital educational games, which in turn are one of the manifestations of technological progress in the modern era, will become an important part of education in the future. In this direction, educational systems have decided to change their educational methods and are looking for answers to the question of teaching and learning methods and how to prepare learners of the digital generation for life in this culture. In order to improve and make education effective for today's digital learners, one of these methods seems to be the use of educational games as an educational strategy in educational systems, considering the characteristics and possibilities of educational games. The purpose of this research was to investigate the effect of the design and application of ARIAN digital educational game on the motivation and learning of dyslexic students in the second grade of elementary school.Methods: In view of the practical purpose and method of data collection, the present research was conducted quasi-experimentally using pre-tests and post-tests. The statistical population of this research included all students with dysgraphia in the second grade of Baharestan city who studied in the academic year 2017-2018. For this research, firstly, a school in Tehran province in Baharestan city was randomly selected. Then, 32 students who met the conditions of the study were selected among the students with learning disabilities. The following instruments were used in this study: 1. A teacher-made test to investigate the effects of games on learning of dyslexic students 2. Harter's academic motivation questionnaire to measure students' academic motivation 3. Clinical interviews with teachers 4. Spelling disorder test to select a sample of dyslexic Then, according to the pretest, the students were divided into two experimental group and a control group.Findings: After collecting statistical data from the pretest, posttest, and learning and motivation test, the data were analyzed using SPSS statistical software in two parts: descriptive statistics (mean, median, mode, and standard deviation) and inferential statistics (variance and covariance analysis). The results of the covariance analysis of the effect of the pretest on the total academic motivation score show that there was a statistical difference between the mean academic motivation score of the dyslexic students in the experimental group and the control group. The results of the covariance analysis of the effect of the pretest on the total learning score also showed that there was a statistical difference between the average learning score of the dyslexic students in the experimental group and the control group.Conclusion: The results of the research showed that the use of educational game is effective in motivating (P<0. 01) and learning (P<0. 01) students with dysgraphia in the second grade. ARIAN digital educational game was able to significantly increase students' motivation and learning due to its features such as purposefulness and attention to students' needs, providing immediate feedback, providing suitable opportunities for trial and error and turning a negative and stressful atmosphere into an atmosphere full of trust and motivation, using communication channels such as text, speech, image, music and movement in education, the activeness of students in the learning process, the student-centeredness of the teaching and learning process and the use of multiple senses, it was able to significantly increase the motivation and learning of students.
Preparation and compilation of electronic content
M. S. Mosavi Shafigh,; Z. Khoshneshin; Y. Mahdavi Nasab; M. Mojadam
Abstract
Background and Objectives: Concept mapping as a collaborative tool for enhanced learning has been explained in many studies. The present study described effectiveness of teacher- and student-based concept mapping on students’ motivation and learning. Teaching on the basis of concept mapping is ...
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Background and Objectives: Concept mapping as a collaborative tool for enhanced learning has been explained in many studies. The present study described effectiveness of teacher- and student-based concept mapping on students’ motivation and learning. Teaching on the basis of concept mapping is known as an active method, to improve learning ability and motives.Methods: The research was designed based on quasi-experimental method of analysis. Sample of research included 60 students selected randomly from two high schools and the pretest and posttest were administered. Hermann’s standard questionnaire was used to estimate the motivation achievement and a researcher-made questionnaire was used to measure learners’ motivation and learning. The reliability of the questionnaires was estimated by Cronbach's alpha as 0.82 and 0.85. Covariance analysis was used to analyze the data compartments of the pre- post-test scores in experimental groups after the intervention.Findings: It was revealed that there was a significant difference (sig 0.05) in pre- and post-test scores of students’ different levels of learning and motivation. It was also found that experimental teaching method, using concept mapping, to improve students’ cognition skills and their motivation could increase the opportunity of discussion among peers and understanding the content. Concept mapping in different ways of implementation as teacher- or student-based activities could promote the students’ learning level and motivation.Conclusion: Implementation of teacher- and student- made concept mapping enabled students to learn better and improved their motivation and led to the improvement of their learning skills.
e-learning
M. Mohammadi; Z. Khoshneshin; N. Mohammadhasani
Abstract
Background and Objectives: Gamification means the use of elements and mechanics of a game in a non-game environment increasingly used in learning environments as a way to increase student motivation and learning outcomes. While several studies have been conducted to investigate the effectiveness of gamification ...
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Background and Objectives: Gamification means the use of elements and mechanics of a game in a non-game environment increasingly used in learning environments as a way to increase student motivation and learning outcomes. While several studies have been conducted to investigate the effectiveness of gamification in education. But there are blind spots regarding the precise application of gamification elements using new educational tools in various educational fields. In this study, using the educational tools of Kahoot and Mentimeter with focus on the leaderboard, the effect of the elements of competition and has been investigated cooperation on learning and approach motivation of math lesson. Methods: The statistical population of the study included all fourth-grade male students in Divandarreh in the academic year 2020-2021. The study sample was selected using the available sampling method from the classes of the city. consisting of two classes of 20 people and placed in experimental groups. The research method was quasi-experimental with pre-test, post-test design. The research instruments included researcher-made learning tests and Aminifar and SalehSadeghpour motivation questionnaire whose reliability coefficient was calculated with Cronbach's alpha criterion for learning test 0.93 and approach motivation 0.81. The learning environment of the experimental groups was presented simultaneously and separately surveyed for ten sessions using the educational tools of Kahoot and Mentimeter were influenced by gamification’s elements of competition and cooperation. Findings: Mean and standard deviation indexes were used to evaluate descriptive statistics. The difference between the mean pre-test and post-test learning of students who were trained in a gamified environment using Kahoot the competition-based educational tools was 19.45 and in a gamified environment using Mentimeter educational tools based on the cooperation element was 23.9. In the variable of approach motivation, the difference between the mean of pre-test and post-test obtained in the gamified environment using Kahoot educational tools based on the competition element was 4.95 and in the gamified environment using Mentimeter educational tools based on the cooperation element was 8.1. respectively. Based on the results of the Kolmogorov-Smirnov test, the variances were equal and the normality of the data distribution was confirmed. According to the results of the variance homogeneity test, since the significance level is greater than (0.05), the null hypothesis based on variance homogeneity was confirmed and the assumption of variance homogeneity was confirmed at a 95% confidence level. Data analysis by multivariate analysis of covariance (MANOVA) in SPSS statistical package showed that with a significance level of less than 0.05 and a 95% confidence level, there was a significant difference between the use of Kahoot and Mentimeter educational tools based on competition and cooperation gamification’s elements in learning and students' approach motivation. Therefore, the null hypothesis is rejected and the opposite hypothesis is based on the inequality of the average learning rate and approach motivation in a gamified environment with a focus on the leaderboard using the teaching tools of Kahoot and Mentimeter based on the elements of competition and cooperation, was accepted. Conclusion: The results of this study indicated that the application of the Mentimeter educational tool based on cooperation element, compared to Kahoot educational tool based on competition element, has a more significant effect on student's learning and approach motivation in the gamified environment. Therefore, it is better to design gamified learning.
Modern Educational Approaches
M. Mojadam; Z. Khoshneshin; A. Ghasemtabar; A. Najafi
Abstract
Background and Objectives: The endeavor of organizations and companies to reach large global markets has led them to use the most effective and practical methods to reach this aim. One of these methods is the new teaching methods for employees which in the present study have been examined to determine ...
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Background and Objectives: The endeavor of organizations and companies to reach large global markets has led them to use the most effective and practical methods to reach this aim. One of these methods is the new teaching methods for employees which in the present study have been examined to determine the feasibility of applying new teaching methods in National Petrochemical Company of Iran, so that the company and especially its staff can benefit from these new teaching methods.Methods: This study is designed in an applied and descriptive-surveying format using a researcher-made questionnaire. It includes five components with 56 items that have separately studied readiness (17 items), the effectiveness of the teaching methods of former courses (10 items), the quality of the teaching content (8 items), the opportunity to develop new teaching methods (12 items), and the opportunity to develop new teaching methods in accordance with structural and infrastructural facilities. The reliability of the questionnaire was estimated by Cronbach's alpha coefficient and found to be 0.85، 0.87، 0.85، 0.70، 0.90 respectively. Data were analysed in SPSS software using one sample t-test. The sample of the present study consisted of 270 staff and managers of National Petrochemical Company varying from grade 9 up to B (the specific levelling of the company’s staff). The Morgan Table was used for sampling in which from a population of 270, 120 individuals were selected as a sample from which 91 individuals received the questionnaire. Findings: The results indicate the possibility of implementing new teaching methods in accordance with multiple dimensions. Among the dimensions of feasibility, except for the human dimension which is in the desired condition, other dimensions are not in the desired condition. For such dimensions, t is equal to -8.40 at the significance level of (0.000) which is lower than the assumed average (3) and is reported as undesirable. In the following five areas or dimensions of feasibility, the perspective of managers and staff were studied: 1) the amount of readiness of the managers and staff in using the new teaching methods; 2) the attitude of the managers and staff towards the quality and effectiveness of the teaching methods in the former courses; 3) the attitude of managers and staff towards the methods of presenting the teaching content and the quality of the teaching materials; 4) the opportunities for the development of new teaching methods in accordance with the attitude of the managers and the staff; 5) the opportunities for the development of the new teaching methods in accordance with the structural and infrastructural facilities in terms of the perspective of the managers and the staff. Except for the first question, for the rest of the questions, a negative value in a one sample t-test was shown which indicates there is a distance to reaching the desired situation. Moreover, the correlation among the components 1, 2, 3, 4, and 5 was also calculated which were 0.34, 0.69, 0.72, 0.66 and 0.53, respectively. Friedman test was used to prioritize and identify the components that are most desirable Conclusions: The inferential results derived from the statistical findings showed that the readiness of the managers and the staff to promote the culture of using new teaching methods according to the findings is in desirable condition. So is possible that implication of the new teaching methods is predictable based on the perspective of the managers and the staff’s point of views. In other dimensions, such as knowledge, technical, organizational, structural and infrastructure, there are signs that optimized conditions to benefit from new teaching methods. Referred to generality of findings indicates the human, technical, organizational and structural dimensions, it can be claimed that the feasibility indicators are not in a desired condition in the company. Except for the attitude and acceptance of using new teaching methods that are in favorable and appropriate condition, the rest of the indicators are less than the average.
Educational Technology
A. Mirzaie; Z. Khoshneshin; S. Salimi; S.A. Ghasemtabar
Abstract
Backgrounds and Objectives:The use of concept maps is one of the new educational approaches that is rooted in the constructivist approach. In constructivism, the importance of knowledge is emphasized by relating the learned information to the new one. In this relational view and based on the concept ...
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Backgrounds and Objectives:The use of concept maps is one of the new educational approaches that is rooted in the constructivist approach. In constructivism, the importance of knowledge is emphasized by relating the learned information to the new one. In this relational view and based on the concept map approach, people search between previous and new learning, people make their own schemas or mind maps, and in new learning, these mind maps are extensively revised and reconstructed. Concept map is a tool for showing the relationships between concepts in a coherent and hierarchical way that facilitates meaningful learning, because in this method the concepts are not scattered components but are in the form of a network of relationships to each other. Concept maps are also effective in facilitating creative thinking due to their unique features. The present study describes effectiveness of conceptual map implicated through multimedia on social skills improvement among learners with mental retardation. Teaching on the basis of concept mapping known as an active method to teach social skills for learners with special learning needs (as mental retarded). Methods and Materials: Quasi-experimental research method is used with pretest-posttest instrument. Sample of the study is equal to society includes14 mild mental retarded students (aged 16-14 years). It is a researcher-made questionnaire measures learners with mental retardation social skills improvement included three components as interaction with others, social adaptive behavior and self-control. Questionnaires' Reliability estimated by Cronbach's alpha (0.80). Mann-Whitney U test used to analyses the data, compartments of the pre- post-test scores in experimental group after the intervention. The Wilcoxon Signed rank test with the effect size is also approached to data analyzing Findings: It is revealed that there is a significant difference in pre-test and posttest scores of students in different level of social skills. So implementation of concept mapping plus to using multimedia could enable mentally retarded students as it is suggested to construct their minding's as well improvement of their social skills. Conclusion: Learning to apply a concept map in the form of multimedia can improve the learning of subscales in the social skills subset, adaptive social behavior, improve the learning of social skills in the form of interaction with others, learn social skills in the form of self-control and keep components such as having clean your own desk, discussing your feelings and emotions, reacting appropriately to strangers, separating good and bad habits, and expressing happiness will be effective when you succeed in your control component. Experience of teaching with teacher-made concept map methods in combination with multimedia shows the effect of using active and modern methods in education for meaningful learning in children with mental disabilities, objectifying the teachings of students with mental disabilities with up-to-date and effective educational media such as photos, videos, animations and other educational software, providing educational resources required for social skills appropriate to the appropriate time conditions for children with mental disabilities and drawing maps to communicate between the main and secondary components of concepts related to social skills. Educational groups and organizations are recommended to pay attention to this group of students in developing and improving their learning.
science education
Z. Khoshneshin
Abstract
Background and Objectives:The world of communication in the third wave of communication approaches has brought a new way of life in the form of new tools, which has led to it being called the electronic hut. Rapid developments resulting from the application of technology, including productive technology ...
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Background and Objectives:The world of communication in the third wave of communication approaches has brought a new way of life in the form of new tools, which has led to it being called the electronic hut. Rapid developments resulting from the application of technology, including productive technology and information technology in human life have caused dramatic changes in the industrial, economic, political and civil structures of societies, and these changes have had a significant impact on the life and work of people around the world. It has seriously challenged traditional methods of teaching, learning, and managing education. With the help of new educational tools, there is an opportunity to make new choices to combine the knowledge of students and students, including the use of blended teaching methods in an environment based on e-learning technology. Blended instruction is the preparation of an active environment and the introduction of dynamic training methods through which it is possible to use educational facilities with its minimum and maximum benefits. In this environment, it is possible to move from face-to-face learning to combining it with virtual classes and finally using fully online facilities. Blended learning as a new paradigm in educational context undergrounded in using ICT when learning occurs both in the classroom and online situation. The paper explains students' achievement in learning science through blended method at a secondary school in a city in Iran. Method and Materials: Research sample includes 160 students in 6 classes and in 3 grades. 60 of learners after revising of their pre - test score on the basis of scores' variances randomized as control and experimental group.30 of them considered as experimental group learned in blended method and the same sample participated as control in classic styles of learning. Data were analyzed by T test and covariance analysis. Findings: Findings showed that blended learning method could promote achievement results in experimental group on learning science conceptions. Conclusion: Learning is formed with a blended approach based on activity-based principles and the learner is required to reflect and decide on events and facts online or offline and explain the reality by reflecting group or individual processes effective in problem solving or decision-making, reviewing the solution and reviewing the effective feedback on solving the problem. Using the teaching method in a blended way and in fact combining education by using the computer as a powerful medium in the learning and teaching processes in addition to improving the teaching of science concepts, after direct teaching in the classroom and in combination with the curriculum assignments related to daily life, can be effective in improving the learning of learners.