Document Type : Original Research Paper

Authors

1 Department of Persian Language and Literature, Farhangian University, P.O. Box 14665-889, Tehran, Iran

2 Department of Educational Sciences and Psychology, University of Birjand, Birjand, Iran

3 Department of Mathematics Education, Farhangiyan University, P.O. Box 14665-889, Tehran, Iran

Abstract

Background and Objectives: Problem-solving and creativity skills are key 21st-century competencies and play a fundamental role in students' cognitive and social development, especially in the early years of education. These skills are essential for academic success and for preparing students to face future life challenges. However, findings from international assessments and domestic studies indicate that Iranian students show relative weaknesses in these areas—weaknesses that can limit their ability to solve complex problems and innovate. This underscores the need to adopt innovative teaching methods in Iran’s education system. In this regard, interactive digital storytelling and intelligent games, due to their multimedia and interactive nature, hold great potential for enhancing students’ motivation and engagement. Nevertheless, the combination of these two approaches in teaching the Persian language, with an emphasis on Iranian culture, has been less explored. Accordingly, the present study aimed to examine the effect of combining interactive digital storytelling and intelligent games on developing problem-solving and creativity skills among first-grade primary students in the Persian language course, using culturally relevant Persian content, and to provide scientific evidence for improving learning quality.
Methods: This quasi-experimental study, employing a pretest–posttest design, compared an innovative teaching method (interactive digital storytelling and intelligent games) with a conventional teaching approach (lecture and class discussion) in the first-grade Persian language course. The study population consisted of first-grade female students in Bojnord (aged 6–7 years) during the 2024–2025 academic year. A total of 60 students were selected through convenience sampling and randomly assigned to experimental and control groups (30 students each) using Random.org. The instruments included the Children’s Problem-Solving Test (10 visual items, reliability = 0.83) and the simplified Torrance Creativity Test (reliability = 0.80). The 10-week intervention for the experimental group involved 30 minutes of digital storytelling (Persian content from Fibido and Taghche) and 60 minutes of intelligent gaming (from Bazaar and Myket) using group tablets (five students per device). The control group received 60 minutes of lecture-based teaching followed by 30 minutes of class discussion. Quantitative data were analyzed using ANCOVA, the Anderson–Darling test, and fuzzy analysis (MATLAB), while qualitative data from interviews (10 students, five teachers) and questionnaires from 20 parents were analyzed through fuzzy content analysis. Informed consent was obtained from parents, and all data were anonymized.
Findings: The results showed that the posttest mean scores of the experimental group were 30.8 ± 3.8 for problem-solving skills and 9.8 ± 1.4 for creativity, whereas the control group scored 25.2 ± 4.0 and 7.4 ± 1.6, respectively. ANCOVA, controlling for pretest scores, confirmed the significance of these differences: problem-solving (F(1,57) = 28.45, p < 0.001, η² = 0.33) and creativity [F(1,57) = 22.67, p < 0.001, η² = 0.28]. Fuzzy analysis using triangular membership functions indicated that 73% of the experimental group fell into the “high problem-solving” category and 68% into the “high creativity” category, compared with only 20% and 23% in the control group, respectively. Qualitative findings highlighted five main themes: enjoyment and motivation in learning (92%), increased self-confidence (88%), enhanced social interaction (80%), development of creative thinking (85%), and cultural-emotional alignment (82%). These themes were consistent with the educational content inspired by classical Persian literature, reinforcing the effectiveness of the innovative teaching approach within the Iranian cultural context.
Conclusion: This study, by providing empirical evidence, demonstrated that the digital teaching approach using Persian content enhanced the problem-solving and creativity skills of first-grade students, while also fostering motivation, self-confidence, social interaction, and cultural adaptation. This method can be effectively applied in innovative curricula and teacher training programs, particularly in underprivileged areas, using simple tools such as projectors and group tablets. Limitations included the use of convenience sampling, the 10-week intervention period, and the absence of individual tablets. It is recommended that future research involve more diverse samples, longer interventions, and advanced technologies (e.g., augmented reality) to explore the applicability of this approach in other subjects.
 

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© 2026 The Author(s).  This is an open-access article distributed under the terms and conditions of the Creative Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) (https://creativecommons.org/licenses/by-nc/4.0/)  

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