Learning
Roshan Ahmadi; Shahin Ahmadi
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 ...
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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 included all the students of the first grade of elementary school in Islam-Shahr city. The sample size consisted of 72 people (36 people in the experimental group and 36 people in the control group) who were selected by the available method. The measurement tools included the Torrance Form A creativity test, the mathematical motivation questionnaire, and tests to measure knowledge, attitude and mathematical skills. The reliability of each tool was obtained as 0.80, 0.709, 0.82, 0.94 and 0.85 respectively. The experimental variable was implemented in three steps "group game", "exploration" and "individual game" in 12 sessions for the experimental group.Descriptive statistics and inferential statistics such as Kolmogorov-Smironov, Levin and Box test and multivariate covariance analysis were used for data analysis. The results showed; Education using digital educational games has been effective on creativity (fluidity component), mathematical motivation (desire, avoidance) and academic progress (knowledge, attitude and skill) of students. And there was a significant relationship between these variables; However, no significant difference was observed between the two experimental and control groups in the components of expansion, flexibility and innovation related to the variable of creativity.
Learning
Nasrin Salehi; Shokoufeh Mousavi; Mahmoud Reza Shahsavari
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 ...
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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 elementary students in Isfahan, Iran, during the first semester of the academic year 2021-2022. The convenience sampling method was utilized to select 30 students who were then divided into experimental and control groups (n = 15 per group). The experimental group received 16 online sessions using the flipped classroom approach, while the control group continued with regular educational practices at the same time. The research instruments consisted of the Home–School Accountability Questionnaire, Standard Creativity Scale, and Math Anxiety Scale. Analysis of covariance was employed for inferential analysis. The results revealed that the flipped classroom approach yielded positive effects on creativity (F = 6.15, p < 0.05, η² = 0.18), accountability (F = 6.75, p < 0.05, η² = 0.20), and math anxiety (F = 4.74, p < 0.05, η² = 0.15).
Shahram Minooei; Mahin Nastaran; Ali Zangiabadi
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 ...
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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 group, including a pre-test and a post-test design. The sample of the study consisted of 60 students of three public universities of Art (Tehran, Isfahan, and Yazd) in 2017-2018. Thirty master’s students in urban planning and urban design were selected from the population using a random sampling method and were randomly divided into two groups: one experimental group and one control group (30 participants in each). The pre-test and the post-test included the Torrance test in creativity with Abedi's questionnaire and the open-ended and close-ended "workshop course learning skills" questionnaires were distributed in both groups. The experimental group was trained by the SimCity computer game, while the control group received normal classroom training. The pre-test and post-test results were analyzed using the IBM SPSS, and the inferential statistics in the form of the Pearson correlation, the Analysis of Covariance, and independent samples t-test were investigated. Findings showed that the SimCity positively improved the participants’ skills of learning workshop courses in the aforesaid fields, and increased their overall scores. Regarding the components of the learning skills in this course, it improved problem-solving and the planning skills of the students. However, the status of these components did not considerably improve the creativity and systems thinking of postgraduate students.