Document Type : Research Paper

Authors

1 department of educational technology.islamic azad university kermanshah branch

2 Department of Educational Thecnology, Kermanshah Branch, Islamic Azad University, Kermanshah, Iran

Abstract

This study examined the role of puppet based show training on the reduction of relational health problems, reactional and verbal response problems and hyperactivity of aggressive children. In a Quasi experimental pretest-posttest design 12 boys5 to 6 years old who were referred to education counseling center of Kermanshah participated in the study. Their scores in Shahim Questionnaire (1985) were one standard deviation above the mean. They were randomly assigned to two groups, respectively. The experimental group received puppet show based education (independent variable) for 8 sessions and the control group received no intervention. To investigate the effect of the intervention both groups were tested. The data were analyzed using repeated measure co-variance. The results showed that puppet show based training reduced the signs of physical aggression, relational and verbal-hyperactive response – of children in experimental group. Thus, the results obtained can have the implication in educational practices which has been discussed.

Keywords

اسدی، سعید و قبادی، الهان. (1391). آموزش به سبک چندرسانه‏ای و تأثیر آن بر یادگیری و یادداری ساختار دستوری زبان انگلیسی. فناوری اطلاعات و ارتباطات ایران، 4(12-11) 9-17.
موسوی کیاسری، نقی؛ بیانی، علی‏اصغر‌و راستی، مریم. (1394). تأثیر نرم‏افزار چندرسانه‏ای زبان بر آموزش زبان و گفتار کودکان آسیب‏دیده شنوایى. تعلیم و تربیت استثنایی، 6(134)15-21.
Alhammad, M. M., & Moreno, A. M. (2018). Gamification in software engineering education: A systematic mapping. Journal of Systems and Software141, 131-150. DOI: 10.1016/j.jss.2018.03.065.
Altas, B. (2015). Knowledge Construction in Multimedia Learning at Both Cognitive and Affective Level. Procedia-Social and Behavioral Sciences, 191, 1448-1454.
Brassard, M. R., & Boehm, A. E. (2011). Preschool assessment: Principles and practices. Guilford Press.
Caponetto, I., Earp, J., & Ott, M. (2014, October). Gamification and education: A literature review. In European Conference on Games Based Learning (Vol. 1, p. 50). Academic Conferences International Limited.
Clark, R. C., & Mayer, R. E. (2011). E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning. San Francisco: Pfeiffer.
Csikszentmihalyi, M. (1997). Flow and the psychology of discovery and invention. HarperPerennial, New York39.
De Paula, B. H., Burn, A., Noss, R., & Valente, J. A. (2018). Playing Beowulf: Bridging computational thinking, arts and literature through game-making. International journal of child-computer interaction, 16, 39-46.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM.
Fong, S. F., Por, F. P., & Tang, A. L. (2012). Multimedia simulation presentation in empowering students with different anxiety levels in the learning of probability. Procedia-Social and Behavioral Sciences, 47, 1511-1516.
Guan, N., Song, J., & Li, D. (2018). On the Advantages of Computer Multimedia-aided English Teaching. Procedia computer science, 131, 727-732.
Gümüş, S., & Okur, M. R. (2010). Using multimedia objects in online learning environment. Procedia-Social and Behavioral Sciences, 2(2), 5157-5161.
Hakak, S., Noor, N. F. M., Ayub, M. N., Affal, H., Hussin, N., & Imran, M. (2019). Cloud-assisted gamification for education and learning–Recent advances and challenges. Computers & Electrical Engineering74, 22-34.
Martí-Parreño, J., Seguí-Mas, D., & Seguí-Mas, E. (2016). Teachers’ attitude towards and actual use of gamification. Procedia-Social and Behavioral Sciences, 228, 682-688.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Kusuma, G. P., Wigati, E. K., Utomo, Y., & Suryapranata, L. K. P. (2018). Analysis of Gamification Models in Education Using MDA Framework. Procedia Computer Science, 135, 385-392.
Iosup, A., & Epema, D. (2014). An experience report on using gamification in technical higher education. Paper presented at the Proceedings of the 45th ACM technical symposium on Computer science education.
Mayer, R. E. (2014). Incorporating motivation into multimedia learning. Learning and Instruction, 29, 171-173.
Mayer, R. E. (2005). The Cambridge handbook of multimedia learning. New York: Cambridge university press.
Means, B., Toyama, Y., Murphy, R., Bakia, M., & Jones, K. (2009). Evaluation of evidence-based practices in online learning: A meta-analysis and review of online learning studies. US Department of Education.
Montero Perez, M., Peters, E., & Desmet, P. (2018). Vocabulary learning through viewing video: The effect of two enhancement techniques. Computer Assisted LanguageLearning, 31(1–2), 1–26. doi:10.1080/09588221.2017.1375960
Munday, P. (2016). The case for using Duolingo as part of the language classroom experience. RIED: Revista Iberoamericana de Educaci_on a Distancia, 19(1), 83–101. doi:10.5944/ried.19.1.14581
Navarro, O., Molina, A. I., Lacruz, M., & Ortega, M. (2015). Evaluation of multimedia educational materials using eye tracking. Procedia-Social and Behavioral Sciences, 197, 2236-2243.
Ollino, M. Aldoney, J. Domínguez, A. M. and Merino, C. (2018). A new multimedia application for teaching and learning chemical equilibrium, (Paper) Chem. Educ. Res.Pract, 19, 364-374.
Park, C., Kim, D. G., Cho, S., & Han, H. J. (2019). Adoption of multimedia technology for learning and gender difference. Computers in Human Behavior, 92, 288-296
Purgina, M., Mozgovoy, M., & Blake, J. (2019). WordBricks: Mobile technology and visual grammar formalism for gamification of natural language grammar acquisition. Journal of Educational Computing Research. doi:10.1177/0735633119833010
Taspinar, B., Schmidt, W., & Schuhbauer, H. (2016). Gamification in education: a board game approach to knowledge acquisition. Procedia Computer Science, 99, 101-116.
Tsay, C. H., Kofinas, A. Luo, J. (2018). Enhancing student learning experience with technology-mediated gamification: An empirical study. Computer and Education, 121, 1-17.