Research Paper
Mohammad Taghi Zaeri; Esmaeil Zaraii Zavaraki; Parviz Sharifidaramadi; Ali Delavar
Abstract
This research was conducted with the aim of determining "the effect of the learning package model based on the blended approach on the learning rate of students with visual impairment in the first period of elementary school in experimental sciences". To measure the effectiveness of this model, a quasi-experimental ...
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This research was conducted with the aim of determining "the effect of the learning package model based on the blended approach on the learning rate of students with visual impairment in the first period of elementary school in experimental sciences". To measure the effectiveness of this model, a quasi-experimental design with pre-test-post-test and two experimental and control groups was used. The statistical population included all students with visual impairment in the first period of elementary school. 19 students from the third grade in the academic year of 1402-1403 were selected in a purposeful and accessible manner. In this research, a blended approach (face-to-face and virtual) was used. At first, the learning package was designed and prepared, then it was used in the teaching-learning process. The measurement of students' learning was done with a researcher-made test. Mean and standard deviation were used for descriptive statistics and covariance analysis was used for inferential statistics. The results obtained from the data analysis of the research hypothesis showed that after removing the pre-test (adjusted mean), there is a significant difference between the average learning scores in the post-test phase (P<0.001) and the research hypothesis was confirmed. According to the research results, it can be said that the learning package model is effective for visually impaired students. Therefore, it is suggested to use this model in order to prepare, produce and apply the learning package for students with visual impairment.
Research Paper
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.
Research Paper
Sara Baniamerian; Esmaeil Zaraii Zavaraki; Mahdi Vahedi; Mohammad Reza Nili Ahmadabadi; Ali Delavar
Abstract
The present study was conducted with the aim of evaluating the current state of research in relation to STEAM education for gifted students in elementary school. This study was conducted as a systematic review to analyze (1) how STEAM education is used for gifted students, (2) opportunities and challenges ...
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The present study was conducted with the aim of evaluating the current state of research in relation to STEAM education for gifted students in elementary school. This study was conducted as a systematic review to analyze (1) how STEAM education is used for gifted students, (2) opportunities and challenges in this type of education, and (3) the impact of STEAM education implementation on the progress of gifted students. A search was conducted in reputative databases including Scopus, Web of Science, and Wiley for articles published from 2010 to 2023. After the initial screening steps, among the 634 extracted articles, finally 17 articles were selected according to the research criteria. In this review, various dimensions including methods, participants, data collection tools, and research fields have been examined. The results of the research reveal that STEAM education can play an important role in promoting the learning and ability of elementary gifted students, and despite various challenges, there are various opportunities to strengthen it in the future.
Research Paper
aliakbar abdollahzadeh; esmail zareii zavaraki; parvize sharifidaramedi; Fatemeh jafarkhani; ali delavar
Abstract
The purpose of this research is to impact of a persian language learning program based on an blended learning approach on the motivation and academic progress of high-functioning autistic students. The statistical population of this study consists of all high-functioning autistic first-grade boys and ...
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The purpose of this research is to impact of a persian language learning program based on an blended learning approach on the motivation and academic progress of high-functioning autistic students. The statistical population of this study consists of all high-functioning autistic first-grade boys and girls in Ardabil city. For sampling in this study, 24 students were selected using the available sampling method, which included 12 girls and 12 boys who were randomly assigned to experimental and control groups. the research implementation method was as follows: Initially, the academic motivation checklist and a teacher-made pre-test for first-grade Persian were administered to both groups. Then, the experimental group experienced Persian language lessons using a blended learning approach with the Quia and Shad platforms alongside face-to-face education for 15 sessions. Additionally, the experimental group attended in-person classes every two sessions for further education and troubleshooting.. However, the control group received the Persian language lessons solely through traditional and face-to-face education. after 15 sessions, the academic motivation checklist and the academic achievement test in Persian were administered to both groups. The data were analyzed using SPSS software (covariance analysis and independent t-test), yielding the following results: Students who were taught using the blended learning course showed increased academic motivation. Additionally, the level of learning in the Persian language of these students was higher compared to those who received traditional face-to-face education, and they performed better.
Research Paper
Fariba Dortaj
Abstract
The purpose of this research is the effect of gamification on memory, academic vitality and the teaching and learning process in senior female students of Allameh Tabatabai University in Tehran. This research is applied in terms of purpose and survey in terms of descriptive method. The statistical population ...
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The purpose of this research is the effect of gamification on memory, academic vitality and the teaching and learning process in senior female students of Allameh Tabatabai University in Tehran. This research is applied in terms of purpose and survey in terms of descriptive method. The statistical population of the research was all senior female students of Allameh Tabatabai University of Tehran (management majors), of which 305 people were selected as the sample size by simple random sampling. The data collection tool was a standard questionnaire. The content validity of the questionnaire was confirmed by a group of experts. Also, in order to check the validity of the structure, three indices of composite reliability, extracted mean variance and factor load were used, and to measure reliability and reliability, Cronbach's alpha coefficient was used using SPSS26 software, which was calculated to be more than 0.7. The results of the research with PLS software show that the use of gamification methods can improve the memory and academic vitality of students and also improve their teaching and learning process. These findings show that gamification can be used as an effective tool to improve students' academic performance.