Haniyeh Khademiyan vamerzani; yusef mahdavi nasab; Nasrin Mohamadhasani; seyed saeed torabi
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 ...
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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 of the present study included all first grade female students of Damghan city, of which 30 were included in the study according to the entry and exit criteria through available sampling.To the face by accident At two groups the experiment And Witnesses (15 people in each group) were included.The participants in the pre- test and post- test phases of the Science of Power learning motivation scale, china And object (2005)and completed the questionnaire made by the researcher to learn Persian lesson and during the intervention process, the experimental group received the story animation method during two months in 18 30- minute sessions and the control group received regular daily training.To analyze the data from the software spss.24 And Univariate analysis of covariance test used.The results showed that the group receiving the story animation method had a significant increase in the post-test compared to the control group Motivation and learning Persian lesson They showed it It means that the use of story animation has been effective in improving academic motivation and learning (p<0.05).Based on the findings of the present research, it can be said that the story animation method leads to improving the motivation and learning of the Persian lesson of the first grade elementary school students.
amir sabzipour; gelavizh ghaderian; kobra ahmady parsa
Abstract
AbstractThe current research was conducted with the aim of investigating the effect of electronic content and workshop teaching on learning and memorization of the fourth grade experimental science course. The research method in terms of practical purpose and in terms of information gathering method ...
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AbstractThe current research was conducted with the aim of investigating the effect of electronic content and workshop teaching on learning and memorization of the fourth grade experimental science course. The research method in terms of practical purpose and in terms of information gathering method was a pre-test-post-test quasi-experimental design with a control group. The statistical population of this research included all fourth grade students of Paveh city in 1401. The statistical sample consisted of 36 students (18 girls and 18 boys) of the fourth grade of Paveh city, who were selected by available sampling method. The data collection tool was a researcher-made questionnaire for learning and memorization of the fourth grade experimental science course. Also, two approaches of electronic education (6 sessions of 45 minutes three times a week) and workshop teaching approach (6 sessions of 45 minutes three times a week) were implemented on the experimental group. To analyze the data, multivariate covariance analysis and independent t tests were used. The results showed that electronic content and teaching in the workshop method have a significant effect on learning and memorization of the fourth grade experimental science course. And according to the findings of the research and the role of electronic content and workshop teaching in learning and memorization of the fourth grade experimental science lesson, it is suggested that these two educational methods be used by teachers in teaching science lessons.
hossein amani; alireza motallebinejad; Hashem Fardanesh
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. ...
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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. The research method is in the framework of survey studies. The statistical population included all male students in the ninth year of the first period of Damghan high school in the academic year of 2019-2020, 549 people, of which 40 people were selected by the available sampling method. The tool for collecting information is a questionnaire made by the researcher, which includes a questionnaire measuring the amount of learning with a reliability calculation based on Cronbach's alpha 0.71 and a questionnaire measuring the level of motivation with a reliability calculation based on Cronbach's alpha 0.89. Also, the farm simulator game was used to measure the effectiveness of the mobile game. The content validity of the questionnaires was determined with the help of experts. The data were used with the help of descriptive tests and inferential MANCOVA statistics. The results showed that mobile game-based learning had a significant effect on students' learning and motivation. From the obtained results, it can be concluded that mobile game-based learning has a positive and significant effect on students' learning. This approach has significant potential on students' motivation in a way that increases students' interest and students show more effort and effort for the excellent performance of the activity.
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.
Fatemeh Jafarkhani; Mahdi Vahedi; shabnam Yazdankhah
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 ...
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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 group and included all 4th grade boy students in the academic year of 2017-2018. The sampling method was simple random clustering with sample size of 64 students. Data were gathered using teacher made out come test. At first pretest was performed. The experimental group received the instruction using computer game produced and the control group received the instruction in a conventional method. At the end of the training post-test was done for the two groups. The multi covariance test has been used to test the research hypothesis. Generally, the results of the study indicated that instructional computer game has improved students learning and motivation in the math course. Some recommendations are provided concerning research results and implementation of media comparison approach.
NASRIN MOHAMMADHASANI; Rahim Aghazadeh
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 ...
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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 was pre-made software Drops, Gamification created by using storyline software and face-to-face educational games with game elements were used in vocabulary for 7 sessions. The statistical population of the study consisted of all 7th grade students in Harris County (Khaje district) of East Azarbaijan province. The statistical sample was selected by convenience sampling method and included 45 individuals who were randomly divided into three groups of 15 each. The research tool was a researcher-made english language test whose validity was confirmed by experts and its reliability by Cronbach's alpha was Obtained(0.81). Analysis of covariance was used for data analysis. The results showed that there was a significant difference between the multimedia groups, Gamification and the face-to-face educational game. This superiority is for the Gamification group and the face-to-face educational game group.
Zeynab Esmaeili Bajadani; Khadijeh Aliabadi
Abstract
This study aimed to investigate the effect of animated pedagogical agents in multimedia on students learning and retention. The statistical population consisted of all eighth grade girl students in region 4 of district 6 in Tehran. 60 students were selected using available sampling method and randomly ...
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This study aimed to investigate the effect of animated pedagogical agents in multimedia on students learning and retention. The statistical population consisted of all eighth grade girl students in region 4 of district 6 in Tehran. 60 students were selected using available sampling method and randomly divided into control and experimental groups. The research method was quasi-experimental with pretest-posttest design with control group. Before the implementation of instruction on the students of both groups, pre-test related to instructional content was conducted. The experimental group was trained in four instructional sessions using a researcher-made multimedia based on pedagogical agent and the control group was kept away from the independent variable. In the end, the post-test of learning and retention was performed. The research instrument included a researcher-made learning questionnaire and a retention questionnaire parallel with the learning test. Descriptive statistics (mean, standard deviation) and inferential statistics (covariance) were used to analyze the data. In general, the results indicated that the pedagogical agents in multimedia increased learning and retention in students. Therefore, the results of this study showed the effective role of multimedia based on animated pedagogical agents in enhancing the learning and retention of the students.
Heshmatollah Nazari; Saeed Sheikhi
Abstract
The purpose of this research was to investigate the effect of the concept mapping strategy on improving the learning experience in the high school biology course with accordance to the cognitive objectives of Bloom’s taxonomy in higher levels. The statistical population of this quasi-experimental ...
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The purpose of this research was to investigate the effect of the concept mapping strategy on improving the learning experience in the high school biology course with accordance to the cognitive objectives of Bloom’s taxonomy in higher levels. The statistical population of this quasi-experimental study was all the male senior high school students in Abadan during the 2015-2016 academic year. Twenty-two students in two separate classes were selected as statistical sample size using multi-stage cluster sampling method and were divided into an experimental and a control group. The instrument used in this research was biology test. In order to analyze the data, one-way covariance analysis was applied. The results indicated that the implementation of the concept mapping strategy is effective in enriching the learning experience of cognitive objectives as implied in Bloom’s taxonomy for higher levels in the course of biology(p<0.001). Therefore, as the concept mapping strategy improves the learning of multiple concepts, it is essential for educators and instructors to become accustomed to features and processes they are required to exert for learning and applying this effective strategy.
Nasrin Tork; Molook Khademi Ashkzari; Esmaeil Zaraii Zavaraki
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 ...
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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 University Faculty of Educational Sciences and Psychology, who were studying in the first semester of the academic year 2014-2015. The statistical sample was selected using non-randomized and available method and replacement was conducted in two experimental and control groups randomly. The instruments used in this research were the Situational Motivation Scale (SIMS) to measure students’ motivation and the students’ final grades for measuring their learning. At first, pre-test of academic motivation was done for both groups, then the experimental group completed a semester with blended learning method and the control group received the instruction through face- to -face method. After a semester, the post-test was taken from both groups. Motivation data were analyzed using analysis of covariance (ANCOVA) and learning through independent t-test. Findings showed that blended learning has been more effective on learning and academic motivation. So it can be concluded that blended learning can be used as a new and effective method in educational systems to promote learning and motivation.
Abdollah Akhbari; Mohammad Ali Rostaminejad; Mohammad Akbari
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, ...
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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, it is important to investigate the users' perception of this technology. The current study intends to develop a questionnaire for investigating the students’ perception of interactive boards. To this end, a sample consists of 305 seventh- and eighth-grade high school students in South Khorasan province were selected. Results from the created exploratory factor analysis specified 4 factors, namely students' perception of learning, students' perception of motivation, students' perception of efficiency, and students' perception of challenges and limitations. In general, these factors explained 55% of variance in students' perception of interactive boards. The reliability of the instrument was obtained as ɑ=0.09 and the 4-factor regression model explained 22.3% of changes in school marks among these students.
Seyed Rasoul Emadi; Elahe Nikravesh; Mirdoost Khashi
Abstract
This study was conducted to identify the effect of using a multimedia instructional podcasting system on the achievement motivation in learning Quran among the fourth-grade elementary school boys in Miandorud Country. This quasi-experimental study, with a pre-test and post-test design, was conducted ...
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This study was conducted to identify the effect of using a multimedia instructional podcasting system on the achievement motivation in learning Quran among the fourth-grade elementary school boys in Miandorud Country. This quasi-experimental study, with a pre-test and post-test design, was conducted within a certain time table. Given that it is a quasi-experimental study, 30 fourth-grade elementary school boys were selected, using simple sampling technique. The subjects were randomly placed in two equal-sized groups. Before the initiation of the teaching session, the pre-test was administered to both groups. One group received traditional way of teaching Quran, and the other group was taught through multimedia instructional podcasting. The post-test was administered after the completion of the course. In both pre-test and post-test stages, Harter's Motivation Scale and a researcher-made questionnaire were used. Data analysis was done both descriptively and inferentially. Research findings showed that the use of a multimedia instructional podcasting system had no significant effect on the subjects' achievement motivation in Quran course; however, it was significantly effective in their learning.
Dariush Noroozi; Marzieh Mohammadi
Abstract
This study is aimed at investigating the impact of task-based learning approach on developed reading comprehension of the EFL learners. To this end, the scores of reading comprehension tests in a group of students experiencing task-oriented method were compared with those of another group taught the ...
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This study is aimed at investigating the impact of task-based learning approach on developed reading comprehension of the EFL learners. To this end, the scores of reading comprehension tests in a group of students experiencing task-oriented method were compared with those of another group taught the common reading and translation method. The participants include 26 master's degree candidates of educational technology at the Faculty of Educational Sciences, Allameh Tabataba'i University, in the academic year 2012-2013. The researcher randomly selected the subjects from among the female master's degree candidates of educational technology and divided them into two 13-member groups, namely experimental and control. The experimental group completed the educational text based on the task-oriented lesson plan, and the control group was taught the content with the common method. The measurement tool includes researcher-developed pre-test and post-test on English language reading comprehension at the higher education level. The tests were reliable by 0.63 and 0.72 respectively, which was higher than the criterion, i.e. 0.60. The data analysis method is quantitative, including mean, standard deviation, lowest and highest numbers of the experimental and control groups. The significance test suggested a difference between means of the two groups by means of different t-statistic. Results of the data analysis indicate that the language scores in the experimental group, taught using the task-oriented method, were higher in comparison to those of the control group, taught using the common reading and translation method. Therefore, the task-based method in teaching the English language develops reading comprehension skill of the learners.
Esmaeil Zaraii Zavaraki; Zeinab Gorzin
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. ...
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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. 50 subjects were selected objectively from the schools offering this field of study and randomly divided in two experimental and control groups. The research method was quasi-experimental with a pretest-posttest design and control group. After producing the Architect game, first pretests of motivation and learning were administered to both experimental and control groups. Then, common lesson content was taught to both groups, and the experimental group played the educational game in two sessions and an interview was conducted on some of its members. Finally, posttests of motivation and learning were administered to the both groups. Research instruments included Keller motivation questionnaires and the researcher-developed learning test. Results of the quantitative analysis based on ANCOVA method suggest the positive impact of the game on the students' motivation, and an interpretive analysis of the qualitative data deriving from the interviews indicates that most of the students were interested in and satisfied with playing the game in their learning environments.