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.
Educational computer games
A. Salimei; H. Zangeneh
Abstract
Background and Objectives: Teaching English as a second language has grown exponentially in the world over the last two decades with mobile or computer-assisted approaches. New learning technologies have increased their popularity through interactive language learning content in listening, speaking, ...
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Background and Objectives: Teaching English as a second language has grown exponentially in the world over the last two decades with mobile or computer-assisted approaches. New learning technologies have increased their popularity through interactive language learning content in listening, speaking, writing, and comprehension skills and paved the way to increase the learner's control over the learning process, the time and place of learning, or even choosing instructional media and learning activities so that the learner should have the freedom to act, which has led to more personalization of instruction to welcome learning through more technologies. This type of learning may be among their preferences in which the basics of language learning skills are vocabulary learning which can be of significant consideration. In contrast, word-learning in language learning is a dull, boring, and monotonous activity that learners face constantly. At the same time, it is essential and fundamental because other language skills highly depend on vocabulary learning. New learning technologies have also been effective in this area by gamification of the vocabulary learning process and adding elements such as competition, leaderboard, reinforcement and reward programs, feedback, challenges, and the like. They have made learning vocabulary an engaging and enjoyable activity through the instructional design of the learning environment. Vocabulary learning, is a repetitive and tedious activity, the learner must pronounce the word well, understand the explicit and implicit meaning of the word, recognize its usage and function well, write the word correctly, discriminate the root of the word to form different words for the intended functions. All of these add to the complexity and difficulty of vocabulary learning because the number of variables involved is high, and they are interrelated. Vocabulary learning is crucial because its traces in learning other language skills are well recognizable. On the other hand, as the circle of linguistic vocabulary expands, it sometimes becomes difficult for an individual to understand the semantic subtleties of words required to internalize the words; otherwise, they are forgotten. Therefore, based on understanding such problems and difficulties in learners' language learning, educational technology has been considered a helpful solution in this field. Most studies have shown that educational technology is also valuable in terms of emotional and motivational dimensions for cognitive effectiveness and can play an irreplaceable role in gamifying vocabulary learning. With this in mind, this study aimed to investigate the effect of gamification on English vocabulary learning among the fifth-grade Iranian students.Methods: The method in this study was quasi-experimental with a pretest-posttest design and an experimental and a control group. The study population included all fifth-grade elementary school students in Hamadan in the academic year of 2020-2021 (N=8431), of whom a sample size of 40 people was chosen. Convenience sampling method was used and the participants were chosen from the schools whose students had access to a laptop, tablet, smartphone, or personal computer to run the gamification (games developed for vocabulary learning). They were assigned randomly to the experiment group (20) and control (20) one. The data collection tool in this study was the teacher-developed academic test for both pretest and posttest (including 30 four-point questions) and was the same in both groups. The experts` views were used to determine their validity, and also their reliability was calculated based on Cronbach's alpha as 0.78. Descriptive and inferential statistics (covariance test) were used to analyze the data using SPSS software version 22.0.Findings: Based on the analysis of the data, the ratio of f for the independent variable was equal to 5.956, the significance level was 0.02; for the covariate, the f ratio was equal to 0.687, and the significance level was 0.41. It can be said that the effect of intervention in the experimental group was significant, but the impact of covariate was insignificant.Conclusion: Based on the findings of this study, the pretest scores as covariates had no significant effect on posttest scores, but the impact of the intervention on posttest scores was significant. So, it can be concluded that gamification improved English vocabulary learning (as a second language) among the fifth-grade Iranian students.
Educational computer games
Z. Batooli; F. Fahimnia; N. Naghshineh; F. Mirhosseini
Abstract
Background and Objective:Despite the advent of new technologies and the consequent change in lifestyle in recent decades, education systems have retained their traditional way of teaching and have not adapted to the characteristics of the digital generation. At the same time, the characteristics of digital ...
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Background and Objective:Despite the advent of new technologies and the consequent change in lifestyle in recent decades, education systems have retained their traditional way of teaching and have not adapted to the characteristics of the digital generation. At the same time, the characteristics of digital people have also influenced their teaching-learning methods. One of the latest developments in the field of new technologies is the revitalization of educational environments. Despite the emergence and advancement of new technologies and, consequently, the change in lifestyle in recent decades, education systems have maintained the same traditional method of education and have not changed according to the characteristics of the digital generation. Meanwhile, digital generation features have been effective on their learning-teaching methods. One of the most important and recent developments in the field of modern technologies is gamified learning environments. The purpose of this study was to review the studies in the field of ‘Gamification in e-Learning’ and to provide the content analysis of this field and its effectiveness in education. Materials: After searching the databases with related keywords and based on input criteria, 60 relevant articles were selected in this study. The selected articles were analyzed in terms of the game elements, gamified e-learning courses and the purpose of the articles. The effectiveness of the gamification on participation, learning, motivation, anxiety, peer assessment, collaboration, website optimization, cost reduction and faculty load were among the subject areas of these articles. The programming languages and English language were the most gamified educational courses. The game element point, leaderboard, badge, levels, challenge and feedback were used more than other elements. Findings: The results indicated the effectiveness of gamified e-learning environments to increase learning, engagement and motivation of learners. Conclusion: The present study tries to have a comprehensive review of studies in the field of gamification in e-learning, although it was accompanied by limitations such as not reviewing articles in non-English languages and not reviewing studies published in a format other than journal and conference articles. Undoubtedly, in order to succeed in projects related to gamification in e-learning, looking at its different dimensions and planning in those areas will be very fruitful, and research such as the present study can provide a comprehensive view for designing long-term gamified e-learning environments. The subjects obtained from the analysis of the field studies of gamification in e-learning can be done in Iran, although additional and more detailed research with various methods will help to enrich it.
Educational computer games
Z. Nevisi; M.E. Shiri; B. Minaei
Abstract
Background and Objectives:The ability to read is one of the abilities effective in quality of life. From among the children with normal intelligence and more, dyslexic students have a significant lack of readability due to their age and their ability to intelligence. In any planning and designing a treatment ...
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Background and Objectives:The ability to read is one of the abilities effective in quality of life. From among the children with normal intelligence and more, dyslexic students have a significant lack of readability due to their age and their ability to intelligence. In any planning and designing a treatment plan for these people, diagnosis is a necessary first step. Early and timely recognition of this disorder is essential to prevent the negative consequences of impairment. Method and Materials: The tool that is used for data gathering is an intelligent computer game that designed and developed during this study. In this study, we looked for a method for predicting dyslexia that is not read-based, so that treatment with dyslexia can be initiated before they begin to teach. The purpose of this study was to develop an intelligent diagnostic system in the form of a computer game based on artificial intelligent and supervised machine learning to predict dyslexia based on the cognitive differences of dyslexic children with other children. Games can provide a less stressful or a stress-free way for the children so that the child do not even realize that it is being measured. The intelligent diagnostic system was trained with the help of thirty students. Findings: The results of the study on performance of this intelligent system showed that the provided computer game has the ability to predict dyslexia with a probability higher than 97%. Conclusion: In this study, a smart computer game is presented that has the ability to predict dyslexia in children. This system uses to predict a cognitive difference between resuscitated and dyslexic children. The high accuracy of the system in diagnosis shows that dyslexia can be predicted by relying on cognitive differences and this prediction can be done at younger ages and before providing reading instruction to children. In this case, it is possible to prevent the various negative effects of dyslexia on the child, family and society by timely intervention. This method is presented in the form of a computer game, and the advantage of games is that games can provide a way with little or no stress and interesting for the child so that the child does not even realize that he is being tested. The next advantage is the availability of games.
Educational computer games
S. Pourroostaei Aardakani; Z. Arefi
Abstract
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 ...
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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.
Educational computer games
E. Sharifi Asl; S. Asadian
Abstract
The aim of the present research is to compare problem solving and teamwork skills of the students that benefit from the educational Lego and the traditional method of teaching in science in third grade of elementary school in Tabriz. Therefore, in a quasi-experimental study using pre-test and post-test ...
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The aim of the present research is to compare problem solving and teamwork skills of the students that benefit from the educational Lego and the traditional method of teaching in science in third grade of elementary school in Tabriz. Therefore, in a quasi-experimental study using pre-test and post-test with control group, 40 students were selected randomly and placed in two groups- experimental and control- (learning by Lego and traditional method). In order to equalize the members of groups the student's GPA were controlled and pre-test and IQ test has been done. Before implementing the LEGO, for experimental and control groups, problem solving and teamwork pre-tests were used. The experimental group was exposed to the independent variable and the control group was taught through the classical teaching methods which currently used in the country and finally, both groups were exposed to problem-solving and teamwork post-tests. The results showed that the student's problem solving and teamwork skills, that benefit from the educational Lego was much more than who used traditional methods.
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.
Educational computer games
S. Khademi; N. Nouri; A. Farnoodi; H. Heydari
Abstract
It is shown that the understanding and applications of Newton’s laws are not so easy for students on the actual problems in their life. In the other hands, the physics of flight is one of the attractive and beautiful subjects for most of them. The different motions of paper plains are learned by ...
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It is shown that the understanding and applications of Newton’s laws are not so easy for students on the actual problems in their life. In the other hands, the physics of flight is one of the attractive and beautiful subjects for most of them. The different motions of paper plains are learned by teaching the physics of flight. This subject is applied for teaching the concepts and applications of Newton’s laws in a circular motion. In our study 50 (boys and girls) students are participated in three separated paper plane flight workshops. They designed and made different kinds of paper planes which had special motions according to the physics’ laws. A comparison between the pre-exam and post-exam shows the increasing of the correct answers. It is shown that the workshops could have a positive influence on the understanding of the concepts and applications of Newton’s laws. So there was an enhancement on the attitude of students about physics and its applications.
Educational computer games
M.R. Keramati; Z. Zadeh gholam; B. Asghari Hosseini
Abstract
Previous research has shown that there is a significant relationship between managers' knowledge and performance. In the present study, it is assumed that there is a significant correlation between computer knowledge of managers, experts and faculty members with their efficiency. The statistical population ...
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Previous research has shown that there is a significant relationship between managers' knowledge and performance. In the present study, it is assumed that there is a significant correlation between computer knowledge of managers, experts and faculty members with their efficiency. The statistical population and the sample group consist of managers, experts and faculty members of Science and Technology Park (36 people). The Computer Science Questionnaire (Seven Skills) was validated by 82% of Cronbach's alpha methodologists. Employee evaluation form was used to measure efficiency. The results showed that among the seven skills related to computer knowledge, there was a relationship between the three skills of presenting content by computer, spreadsheets and word processors with efficiency. Accordingly, it is necessary to emphasize the strengthening of these skills in the in-service training of employees.