Pedram Safari; Zahra Jamebozorg; Fatemeh Jafarkhani
Abstract
Teamwork skill is a subset of interpersonal communication in life skills announced by the World Health Organization. Developing countries, especially Iran, are always facing the challenge of teamwork, which prevents us from progressing as fast as possible. Nowadays, digital games have shown their effectiveness ...
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Teamwork skill is a subset of interpersonal communication in life skills announced by the World Health Organization. Developing countries, especially Iran, are always facing the challenge of teamwork, which prevents us from progressing as fast as possible. Nowadays, digital games have shown their effectiveness in improving learning through various researches. In this way, the current study has investigated the effect of designing an educational model based on digital games for learning teamwork skills of second year elementary school students with a practical purpose. This research was carried out in a quasi-experimental way and in two stages. In the first stage, the game-based educational design model was optimized for learning teamwork skills and the educational scenario was written based on it. In the second stage, the intervention was carried out according to the scenario in the experimental group (learning teamwork skills through the educational design model based on digital games) and the control group (learning teamwork in a conventional way). The research population is the students of the second year of elementary school, 48 of whom were selected through available sampling. The data collection tool of this research was the teamwork checklist based on the extracted components. The findings showed a significant effect of the intervention in the experimental group compared to the control group. Finally, it was concluded that learning and improving teamwork skills can be achieved if a suitable educational game is used with teamwork components.
narjeskhatoon oveici; Saeed Pourroostaei Ardakani; Khadige Aliabadi; Mohamadreza NiliAhmadabadi; Zahra Jamebozorg
Abstract
With the increasing expansion of e-learning, the importance of aesthetics and visual design in creating effective, engaging, and enjoyable learning experiences is felt more than ever. While numerous studies have examined the technical and content-related components of e-learning, the direct application ...
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With the increasing expansion of e-learning, the importance of aesthetics and visual design in creating effective, engaging, and enjoyable learning experiences is felt more than ever. While numerous studies have examined the technical and content-related components of e-learning, the direct application of these concepts in the context of e-learning has received less attention. One of the main reasons for this gap is the lack of clear and practical definitions of aesthetics and the necessary awareness in this area.This research aims to clarify the concepts and processes of using visual aesthetics to enhance the e-learning experience through broad research methods. A literature review in this field indicates that visual aesthetics in e-learning refers to a set of design principles aimed at creating effective interaction between the user and the system, facilitating the learning process.The findings of this research show that appropriate choices of colors, fonts, images, and layout of visual elements in content design, user interface, and e-learning environments can creatively impact not only visual appeal but also significantly influence cognitive, emotional, and motivational aspects of learning. The results of this research can serve as guidance for designers of e-learning environments.With the increasing expansion of e-learning, the importance of aesthetics and visual design in creating effective, engaging, and enjoyable learning experiences is felt more than ever. While numerous studies have examined the technical and content-related components of e-learning, the direct application of these concepts in the context of e-learning has received less attention. One of the main reasons for this gap is the lack of clear and practical definitions of aesthetics and the necessary awareness in this area.This research aims to clarify the concepts and processes of using visual aesthetics to enhance the e-learning experience through broad research methods. A literature review in this field indicates that visual aesthetics in e-learning refers to a set of design principles aimed at creating effective interaction between the user and the system, facilitating the learning process.The findings of this research show that appropriate choices of colors, fonts, images, and layout of visual elements in content design, user interface, and e-learning environments can creatively impact not only visual appeal but also significantly influence cognitive, emotional, and motivational aspects of learning. The results of this research can serve as guidance for designers of e-learning environments.
Ali Khorsandi Taskoh; Zahra Jamebozorg; Amir Asgari
Abstract
Introduction: New teaching and learning technologies have provided different capabilities to increase learning quality. These technologies have created new formulations by conceptualizing the questions such as what, how, where, and when regarding the learning process. These new phenomena made the learning ...
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Introduction: New teaching and learning technologies have provided different capabilities to increase learning quality. These technologies have created new formulations by conceptualizing the questions such as what, how, where, and when regarding the learning process. These new phenomena made the learning process more meaningful and transformative by relying on the threefold hardware, software, and problem-solving nature of the learning process. This study aimed to investigate the new educational technology trends emphasizing the post covid-19 challenges and solutions.Methods: This study utilized a systematic review approach by searching and selecting international databases such as Scopus, ScienceDirect, and Open journal directory. Applying the purposive research strategies led us to select 440 sources in the first step, reducing them to 83 sources in the final step during a 5 steps screening method considering the title, abstract, research method, and findings. Results: The development of learning management systems based on artificial intelligence besides cognitive intelligence technology are the main components of research findings. According to the findings, the combination of structural elements in the hardware dimension as well as cognition in the firmware dimension and software for behavior analysis dimension in the prediction or behavioral attitudes are futuristic orientations in this field.Conclusions: Therefore, for the design, development, and implementation of e-learning environments, policy-making and planning are necessary to provide the appropriate infrastructure for the post-Covid era. In this regard, the culture-building dimension and attention to the values of the digital system, forward-looking and futuristic leadership are among the basic required infrastructures.
zahra jambozorg; Hamid Maghami; mohammad karimi
Abstract
This study investigates the effect of education infographic on the level of Learning and visual literacy. In terms of practical purpose and in terms of hybrid method; including qualitative parts of Descriptive-analytical and quasi-experimental ( pre-test and post-test ) method was used with control group ...
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This study investigates the effect of education infographic on the level of Learning and visual literacy. In terms of practical purpose and in terms of hybrid method; including qualitative parts of Descriptive-analytical and quasi-experimental ( pre-test and post-test ) method was used with control group and without random selection. The community of this study is the ninth-grade students of the city of Hamidieh. Using random and selective method, 20 subjects were selected as the experimental group and 20 subjects were selected as control group. The measuring tool in this study was a researcher made test for learning level and also a researcher-made questionnair measurig visual literacy. Content validity of the test learning by course specialists as wall as content validity of the visual literacy questionnairs by supervisor received. The reliability of the questionnaires was also calculated using Cronbach's alpha method in the questionnaire of 0.84 visual literacy and 0.74 in the test of learning level. Data were analyzed using descriptive and inferential statistics. The results of research of components of research show that Infographic education affects atudents level laerning( Knowledge, understanding, analysis and application ) and visual literacy.
Fatemeh Jafarkhani; Zahra Jamebozorg
Abstract
Daily living skills should be a focus of treatment plans for individuals with Autism Spectrum Disorders. The purpose of the current study was to investigate the efficacy of augmented reality on self-skills in children with Autism Spectrum Disorders. Present research is an experimental study of a single ...
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Daily living skills should be a focus of treatment plans for individuals with Autism Spectrum Disorders. The purpose of the current study was to investigate the efficacy of augmented reality on self-skills in children with Autism Spectrum Disorders. Present research is an experimental study of a single case. Three male students ages 7-8, diagnosed with an autism spectrum disorder, participated in the study. A baseline design for each participant and chart analysis for data analysis was used. Data analysis showed that the augmented reality as a new technology was effective on developing practical self-skills in all students and they learned how to brush their teeth independently and maintained the skill 3 weeks later with the introduction of augmented reality. It can be concluded that augmented reality provides an engaging multimedia approach in real world context and increases developing and maintaining attention of the learners comparing video/picture modeling. Therefore augmented reality increased highly learning self-skills of the students with autism spectrum disorder.