Document Type : Original Article


1 Assistant Professor, Department of Educational Sciences, Faculty of humanities, Shahid Rajaee Teacher Training University, Tehran, Iran.

2 Master's degree in curriculum planning, Shahid Rajaee Teacher Training University, Educationlal ministry of Tehran, Iran


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.


Main Subjects

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