Investigating the Effect of Gamification on the Self-Directed Learning of 6th-grade Students in Math

Maryam vasoo jouibari; NASRIN MOHAMMADHASANI; Yousef Mahdavi Nasab

Articles in Press, Accepted Manuscript, Available Online from 28 October 2025

https://doi.org/10.22054/jti.2025.81365.1497

Abstract
  The purpose of the present study was to investigate the impact of gamification on the self-directed learning ability of sixth-grade male students in mathematics. This research had an applied objective and utilized a quasi-experimental method with a pretest-posttest design including a control group. The ...  Read More

The effect of story animation method on academic motivation and Persian learning of primary school students

Haniyeh Khademiyan vamerzani; yusef mahdavi nasab; Nasrin Mohamadhasani; seyed saeed torabi

Volume 6, Issue 22 , January 2024, , Pages 140-160

https://doi.org/10.22054/jti.2024.75774.1399

Abstract
  The current research‌was conducted with the aim of the effect of story animation method on the academic motivation and learning of Persian lessons of primary school students.The present research method It was a quasi-experiment with a pre-test,post-test design with a control group.The statistical population ...  Read More

Evaluating educational programs of Education channel in Persian literature course

zahra Rasisdi Zadeh; Yousef Mahdavi Nasab; NASRIN MOHAMMADHASANI; kiumars taghipour

Volume 5, Issue 15 , March 2022, , Pages 39-55

https://doi.org/10.22054/jti.2023.72231.1363

Abstract
  Due to the epidemic of the Covid-19 disease, non-attendance teaching replaced face-to-face teaching for a while. Here, educational television played a role in solving these inequalities. Therefore, the aim of the current research is to evaluate the television programs of the educational network in order ...  Read More

The Impact of Digital Gamification, Instructional Multimedia and Face-to-face Educational Games on Seventh Grade English Learning

NASRIN MOHAMMADHASANI; Rahim Aghazadeh

Volume 3, Issue 11 , February 2020, , Pages 79-98

https://doi.org/10.22054/jti.2020.48100.1290

Abstract
  The present study aimed to compare the effect of three Instructional methods: Instructional multimedia, Gamification (digital form) and (face-to-face) Gamification on learning English vocabulary. The research method was experimental with pre-test and post-test design. In this study, Instructional multimedia ...  Read More