Electronic learning- virtual
Z. Morovati; N. Mohammadhasani; Y. Mahdavi Nasab
Abstract
Background and Objectives Learning reading and writing skills in the first grade is crucial and fundamental. It has always been considered highly important for students to learn these skills at an early age. By learning to read in elementary schools, students can accurately and comprehensively read various ...
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Background and Objectives Learning reading and writing skills in the first grade is crucial and fundamental. It has always been considered highly important for students to learn these skills at an early age. By learning to read in elementary schools, students can accurately and comprehensively read various texts, including words, sentences, and simple texts. Strengthening their reading skills enables students to understand and benefit from the information available in books, newspapers, magazines, and other resources, which is essential for effective learning and progress in different subjects. Moreover, learning writing skills is also of great importance in the first grade. With this skill, students can express their thoughts, ideas, and experiences fully and accurately. They can arrange sentences in a logical order, use correct grammar rules, and form paragraphs correctly. This fundamental skill is crucial for written communication in the future and helps students develop strong analytical skills, creativity, and oral communication abilities. Engaging students in the learning process is one of the major challenges faced by teachers. Therefore, the use of an engaging learning method has become a concern for teachers in the field of teaching and learning. This study aimed to investigate the impact of gamification with badges on reading and writing skills as well as academic engagement among first-grade elementary school students.Materials and Methods: The research population consisted of all female first-grade students in Qazvin province during the academic year 2020-2021. A cluster sampling method was used to select the sample from different classes across the city. The sample size included three groups of 25 students each, divided into two experimental groups (gamification with badges and gamification without badges) and one control group. The research design employed a pretest-posttest design with a control group. The research instruments included researcher-developed reading and writing skill tests and the Rio Academic Engagement Questionnaire. The reliability of each measure was calculated using Cronbach's alpha. Descriptive statistics were used to analyze the data, including means and standard deviations, while inferential statistics included Analysis of Covariance and Tukey's post hoc test using SPSS software.Findings: The results of the Analysis of Covariance indicated that the use of gamification had a significant effect on reading skills (F = 6.166, p< 0.003) and writing skills (F = 4.88, p< 0.010), as well as academic engagement (behavioral: F = 134.462, p < 0.000; emotional: F = 43.546, p< 0.000; cognitive: F = 348.598, p< 0.000; and agentic: F = 349.853, p< 0.000). Furthermore, Tukey's post hoc test revealed that the gamification with badges group outperformed the gamification without badges group in three subscales of the academic engagement (behavioral, agentic, and cognitive).Conclusions: The findings of this study demonstrated that the use of gamification had a positive impact on reading and writing skills as well as academic engagement among elementary school students. Some recommendations include utilizing gamification strategies to create interactive, engaging, and lively learning environments, designing gamified learning environments to enhance motivation, participation, collaboration, and engagement; and exploring the effects of gamification (e.g., leaderboard) on increasing students' teamwork abilities.
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.
Electronic learning- virtual
M. Minaeinezhad; Y. Mahdavi Nasab; N. Mohammadhasani
Abstract
in the learning process of students; one of these technologies is educational multimedia. Among the principles and criteria of multimedia production is the use of educational agent in its design. An educational agent is an animated character that talks and is embedded in educational computer programs ...
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in the learning process of students; one of these technologies is educational multimedia. Among the principles and criteria of multimedia production is the use of educational agent in its design. An educational agent is an animated character that talks and is embedded in educational computer programs and helps to provide multimedia content or students' participation in learning. Although there have been numerous studies with the aim of investigating the effect of the educational agent in education, there has been no research regarding the use of several educational agents with different roles in educational multimedia. In this study, using multimedia with one educational agent and multimedia with three educational agents (each of which has a different role), and the effect of educational agents on learning, retention and academic engagement of students in science course was investigated.Methods: The statistical population of the research included all sixth-grade students in Khorram Abad in the academic year of 2020-2021. Using random sampling method, three classes of 30 students were selected among the sixth-grade classes of Khorram Abad schools and were randomly assigned to experimental groups. The research method was quasi-experimental with a pre-test-post-test design. The research tools included a researcher-made learning test, a retention test, and Rio's academic engagement questionnaire, and the reliability coefficient was calculated as 0.821 using Cronbach's alpha coefficient for the academic engagement questionnaire. The classrooms were taught simultaneously and separately for four sessions using educational multimedia tools developed by the researcher.Findings: The results of covariance analysis showed that there was a significant difference between the experimental science course scores in the groups (F=68.42, P<0.005) and the use of educational agent had a significant effect on learning. The difference in the average scores of the post-test learning of students who were trained with one educational agent (experiment group one) and students who were trained with three educational agents with different roles (experiment group two) was -9.35 and with 95% confidence of using three educational agents was more effective than using an educational agent and led to better learning of science lessons. In the retention variable, the results showed that there was a significant difference between the scores of the experimental groups (1 and 2) and the control group (F=7.6, P<0.05) and the use of an educational agent had an effect on retention compared to not using an educational agent and the presence of an educational agent in the education process led to better retention of information in the memory in the long run. The difference between the average scores of the memory test of the students of experiment group one and the students of experiment group two was -0.928 and there was no significant difference between the use of three educational agents compared to the use of one educational agent. In the variable of academic engagement, there was a significant difference between the grades of groups (F=7.24, P<0.05) and the use of educational agents had a significant effect on academic engagement, and the students of experimental groups 1 and 2 who were trained with educational agents. They had more engagement in academic assignments and tasks. Moreover, according to the results, using three educational agents with different roles was more effective than using one educational agent and caused more active engagement of experimental group 2 in doing the academic assignments of the science course.
Electronic learning- virtual
M. Rajabi; A. Ghasemtabar; Y. Mahdavi Nasab
Abstract
Background and Objectives: The new situation caused by the outbreak of the Coronavirus imposed unprecedented conditions on the education system of the countries. Although, prior to this situation, teachers mostly would appear in their classrooms and use classical methods like lectures to teach, now the ...
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Background and Objectives: The new situation caused by the outbreak of the Coronavirus imposed unprecedented conditions on the education system of the countries. Although, prior to this situation, teachers mostly would appear in their classrooms and use classical methods like lectures to teach, now the new situation they are faced with demands continuing their teaching only with the use of distance communication tools and teachers are forced to turn to online teaching and change their teaching styles according to this space. Therefore, in these circumstances and due to the importance of teachers' efficient use of this space and due to the large amount of unreliable information in the digital space and the need to have a critical and evaluative view of this space, teachers must have the required skills appropriate to these conditions. We call this skill digital literacy. In Iran, the Ministry of Education has made decisions to compensate for the effects of school closures, one of which is the launch of a "student education network" abbreviated as "SHAD". From the very beginning, there has been a lot of discussion about its efficiency from the users' point of view. In this regard, the purpose of this study was to investigate the relationship between the level of digital literacy of teachers and their views on the usability of the student educational network (SHAD).Methods: The method of the present research was applied in terms of purpose and descriptive-correlational in terms of data collection. The statistical population of this study includeed all primary teachers in Torbat-e Heydarieh in the academic year 1399-1400; they were about 585 people. Statistical sample was determined using Cochran's formula of 232 people and also simple random sampling method was used. In order to collect the required data and information related to digital literacy, the standard digital literacy questionnaire of Ng (2012) was used. Regarding usability, Bangor et al.’s (2009) system usability scale was used. This test consisted of 10 items. Odd test questions were direct questions and even questions were indirect ones.Findings: After analyzing the data using SPSS software, the results obtained in descriptive statistics showed that the average of digital literacy and its dimensions (technical, attitudinal, emotional-social and cognitive) as well as usability were all above the average. The results of correlation test, which examined the relationship between two variables, showed that the relationship between digital literacy and its dimensions with usability was significant and the highest value was related to the relationship between digital literacy and usability, which was 0.49. The results of regression test with the aim of predicting usability based on digital literacy also showed that digital literacy could predict 24% of the usability variable. The results of regression test with the aim of predicting usability based on the dimensions of digital literacy showed that the effect of technical and attitudinal dimensions on usability was confirmed and could predict almost 26% of the usability variable and the effect of cognitive and emotional-social dimensions was rejected.Conclusion: The results of the study indicated that there was a significant relationship between digital literacy and its technical and attitudinal dimensions with usability and the relationship between cognitive and emotional-social dimensions with usability was rejected. The benefits of using e-learning led to a positive attitude in people, and on the other hand, those who were technically skilled in working with software found it practical. According to the results obtained in this study, the importance of teachers' digital literacy is clear because teachers with higher digital literacy will not have much difficulty in teaching in digital space and using educational software, and this would improve their performance in this field.