Impact of Mobile Phone-Based Games on Students' Learning and Motivation in Labor and Technology Courses

hossein amani; alireza motallebinejad; Hashem Fardanesh

Volume 6, Issue 20 , June 2023, , Pages 82-103

https://doi.org/10.22054/jti.2024.3435.1073

Abstract
  Mobile game-based learning (MGBL) can be defined as a game for learning purposes utilizing mobile technologies for a gaming platform. The present study was conducted with the aim of the effect of mobile game-based learning on the learning rate and motivation of students in the labor and technology course. ...  Read More

Analyzing and prioritizing motivational strategies for teachers' participation in teacher-researcher program: a qualitative study

Zabihollah Allahi; Majid Kahrazahi

Volume 5, Issue 16 , June 2022, , Pages 151-170

https://doi.org/10.22054/jti.2023.70892.1355

Abstract
  The present study was conducted with the aim of identifying the factors motivating teachers to participate in the teacher-researcher program and providing practical solutions and prioritizing solutions. The research method was mixed (qualitative and quantitative). The statistical population of the study ...  Read More

Mathematics Learning and Motivation of Students in Computer Games Based on Media Comparison Approach

Fatemeh Jafarkhani; Mahdi Vahedi; shabnam Yazdankhah

Volume 5, Issue 15 , March 2022, , Pages 27-38

https://doi.org/10.22054/jti.2023.43744.1271

Abstract
  This study aimed to examine the effect of instructional computer games using media comparison approach on learning and motivation of the students in the 4th year of primary school in the mathematics course. The statistical population of this quasi-experimental study was pretest-posttest design with control ...  Read More

Investigation of affecting three teaching methods of virtual laboratory, real laboratory and the conventional method on motivation

Haniye Mastour; Mohammad Reza Nili; Maryam Moghadasin

Volume 3, Issue 11 , February 2020, , Pages 1-16

https://doi.org/10.22054/jti.2020.3214.1068

Abstract
  Abstract: The present research aim is to investigate the effect of holding the virtual laboratory, real laboratory, and education by the conventional method (lecture) on students' motivation in physics and laboratory lessons. The research sample has been selected among girl students of mathematics and ...  Read More

An Investigation of the Effects of Student Produced Electronic Content on the Motivation and High-level Learning Outcomes

akbar momeni rad; akram salimiravesh

Volume 2, Issue 7 , October 2016, , Pages 1-23

https://doi.org/10.22054/jti.2019.24762.1221

Abstract
  The aim of the present study is to investigate the effect of students’ electronic content on the high-level learning motivation and efficiency in the first grade of elementary school in the science course. The research method was quasi-experimental with pretest-posttest design and control group. ...  Read More

The Effect of Blended Learning on Students Learning and Academic Motivation

Nasrin Tork; Molook Khademi Ashkzari; Esmaeil Zaraii Zavaraki

Volume 2, Issue 6 , June 2016, , Pages 59-76

https://doi.org/10.22054/jti.2018.13549.1164

Abstract
  This study aimed to investigate the improvement of learning and motivation through blended learning in undergraduate students at Allameh Tabataba’i University. The present study was semi-experimental. The statistical population of the study consisted of all students of Allameh Tabataba’i ...  Read More

Initial Validation of Students' Perception of Interactive Board Questionnaire

Abdollah Akhbari; Mohammad Ali Rostaminejad; Mohammad Akbari

Volume 1, Issue 4 , December 2015, , Pages 21-40

https://doi.org/10.22054/jti.2015.3921

Abstract
  The development of smart schools has been achieved along with technological development, in that the use of technology affects students' learning and motivation. The interactive boards are a sample of modern technologies used in smart schools. Given the spread of interactive whiteboards in Iranian schools, ...  Read More

The Effects of Educational Computer Game based on EFM Model on Students' Motivation and Learning

Esmaeil Zaraii Zavaraki; Zeinab Gorzin

Volume 1, Issue 1 , January 2015, , Pages 21-37

https://doi.org/10.22054/jti.2014.223

Abstract
  This study examines the effectiveness of an educational computer game designed based on the EFM model on motivation and learning of students. The statistical population is consisted of female students of architectural design at the industrial arts schools of Ghaemshahr City in the academic year 2013-2014. ...  Read More