Learning
The Effect of Educational Digital Games on Creativity, Motivation and Academic Progress in Elementary School Students' Mathematics lessons.

Roshan Ahmadi; Shahin Ahmadi

Volume 6, Issue 21 , May 2023, , Pages 39-50

https://doi.org/10.22034/iepa.2023.401574.1429

Abstract
  The aim of the research was the effect of educational digital games on creativity, motivation and academic progress in the mathematics lesson of the first elementary school students. The research method is a semi-experimental type of pre-test-post-test with control group, And the statistical population ...  Read More

Learning
Effects of Flipped Classroom on Creativity, Accountability, and Math Anxiety of Female Elementary Students

Nasrin Salehi; Shokoufeh Mousavi; Mahmoud Reza Shahsavari

Volume 6, Issue 21 , May 2023, , Pages 51-59

https://doi.org/10.22034/iepa.2023.402782.1430

Abstract
  The current study aims to investigate the impact of the flipped classroom on creativity, accountability, and math anxiety among female elementary students. This quasi-experimental research employed a pretest-posttest control group design. The statistical population for this study encompassed all female ...  Read More

Computer Games: Potential Opportunities for Educating Master’s Students at the Iranian Universities

Shahram Minooei; Mahin Nastaran; Ali Zangiabadi

Volume 3, Issue 10 , August 2020, , Pages 61-70

https://doi.org/10.22034/iepa.2020.233217.1171

Abstract
  The purpose of this study was to determine the potential power of teaching using urban simulation software such as the SimCity computer game for educating master’s students at Iranian Universities. This quasi-experimental study was conducted considering two groups: one control group and one experimental ...  Read More