Research Paper
Akbar Momeni rad; Maryam Pourjamshidi; Javad Afshar
Abstract
The purpose of this research was to perform a meta-analysis on the studies conducted in the field of the effect of reverse learning on the engagement and academic motivation of learners. Among the conducted researches, 16 studies were included in the analysis. The studies that were used in this research ...
Read More
The purpose of this research was to perform a meta-analysis on the studies conducted in the field of the effect of reverse learning on the engagement and academic motivation of learners. Among the conducted researches, 16 studies were included in the analysis. The studies that were used in this research were obtained through the website of the Iran Scientific Documentation Center (Thesis Center of Iran), as well as through the websites of Academic Jihad, Mag Iran, Absco, Science Direct, and Sage. , G-Stor, Emerald, Springer and Wiley-Blackwell were collected. After checking the inclusion and exclusion criteria of the studies, the data were analyzed using Meta-analysis software. The findings showed that reverse learning has a significant effect on students' academic motivation (effect size 0.157). Also, reverse learning has a significant effect on the engagement of learners (effect size 0.123). In general, it can be said that reverse learning leads to an increase in students' academic engagement and motivation.
Research Paper
Hanieh Naderi; Mahdi Vahedi; fatemeh jafarkhani
Abstract
Educational television is not a new phenomenon, it played more prominent role in the time of COVID-19 pandemic, contributing significantly to advancing the educational goals of learners. The objective of this study is to analyze the educational programs of (IRIB) Amoozesh or TV 7 for preschool learners. ...
Read More
Educational television is not a new phenomenon, it played more prominent role in the time of COVID-19 pandemic, contributing significantly to advancing the educational goals of learners. The objective of this study is to analyze the educational programs of (IRIB) Amoozesh or TV 7 for preschool learners. The evaluation form of TV programs for total population (2009) was obtained by reviewing the related literature. Then a checklist was developed according to the criteria of the comprehensive pre-school education and learning plan to answer the research question, what are the problems of the educational programs broadcast by TV7 for preschool learners? The population of this study includes all the educational programs of TV 7 for preschool learners on the TV school of the academic year 2021-2022 and the sample includes programs in the field of scientific,, social and identity area. The sampled programs were analyzed using the content analysis and checklist as the instrument to answer the research question, what are the problems of the educational programs broadcast by TV7 for preschool learners? The research data indicated that “thinking” with an average of 4.49 was the most consistent field with the criteria of the comprehensive pre-school plan, and “identity” with an average of 3.83, and “language” with an average of 3.58 were the least consistent fields with the criteria of the plan. Moreover, this study indicated that the content of TV 7 educational programs for preschool learners has problems in the components of formulating educational goals, partial goals, accuracy, and non-contradiction.
Research Paper
Hussain Shahsavary; Mohsen Roshanian Ramin; Zabih allah Allahi,
Abstract
The aim of the present research was to comparison of the effectiveness of face-to-face, virtual and blended education in achievement motivating and academic satisfaction of conservatory students. The method of the current research is descriptive and of a post-event research method. The statistical population ...
Read More
The aim of the present research was to comparison of the effectiveness of face-to-face, virtual and blended education in achievement motivating and academic satisfaction of conservatory students. The method of the current research is descriptive and of a post-event research method. The statistical population of the present study included all male and female students of conservatories in Iranshahr, numbering 2200 people. Among these students, 400 people were selected by Sampling available method. To collect the data, used the achievement motivation questionnaire by Hermans(1977) and the satisfaction questionnaire from Shaikhul-Islami and Ahmadi (2013). To analyze the data, one-way and multivariate analysis of variance test was used. The results of the data analysis showed that there is a significant difference between the achievement motivation and the academic satisfaction of Iranshahr conservatory students in virtual, face-to-face and blended education. According to the findings, it can be concluded that blended education can be a better option for conservatories.
Research Paper
Latifeh PourMohammadBagher; Najmieh Safar abadi
Abstract
With the advancement of technology in the contemporary area conventional teaching and learning disciplines have progressed and surpassed traditional methods. Now the union of the teaching elements is conspicuous more than ever. One of the robust conventional teaching challenges is the need for content ...
Read More
With the advancement of technology in the contemporary area conventional teaching and learning disciplines have progressed and surpassed traditional methods. Now the union of the teaching elements is conspicuous more than ever. One of the robust conventional teaching challenges is the need for content that fully engages students in an active manner. Low participation of the students and time and space limitations moreover the difficulty in grasping abstract knowledge all of which are obstacles to the current teaching system. Students often lack intuitive conceptualization. For them in real-world scenarios, there are not substantial opportunities to interact with new concepts in a practical way and this undermines the quality of the many typical learning scenarios. One of the utile solutions in the current system which demanded a high volume of data is to utilize Metaverse. Metaverse proposes a fruitful future for the advancement of teaching and learning domains. Integration of novel technologies such as virtual reality, augmented reality, mixed reality, artificial intelligence, and cloud computing in teaching activities significantly enhance and deepen the effectiveness of bilateral interactions. Consequently, this increases teaching performance considerably. The main goal of this research is to analyze the connection between innovative technologies and their application and identify their enhancement potential in the teaching experience and propose practical methods in employing techniques that progress conventional methods toward the metaverse.
Research Paper
saeid sharifirahnmo; ayatolla fathi; hasan abbasi
Abstract
The purpose of this study is to identify the role of e-learning on the transfer of education to the workplace among the staff of Shahid Sattari Aviation University. The research method is applied in terms of purpose and descriptive in terms of how to collect information. The statistical population of ...
Read More
The purpose of this study is to identify the role of e-learning on the transfer of education to the workplace among the staff of Shahid Sattari Aviation University. The research method is applied in terms of purpose and descriptive in terms of how to collect information. The statistical population of the study consisted of all employees of Shahid Sattari Aviation University, whose number was 700 people. The statistical sample of the study was estimated to be 248 people based on Krejcie and Morgan table and were selected using simple random sampling method. The research instruments were two standard questionnaires of e-learning Whitkins (2004) with a reliability of 0.87 and Shams Morkani and Abbasi Kesi (2016) education transfer questionnaire with a reliability of 0.91. Descriptive and inferential statistics (one-sample t-test, independent t-test, Pearson correlation coefficient, structural equation modeling (SEM) and one-way analysis of variance) were used to analyze the data. The results showed that the dimensions of e-learning have an impact on all three factors of individual, educational and organizational transfer of education to the workplace among the staff of Shahid Sattari Aviation University.
Research Paper
Narges Hooshmand Hamedani
Abstract
With the advancement of educational technologies, game-based learning has emerged as a branch for learning growth and has attracted the attention of language learners, teachers, and researchers. Studying or designing digital games with the purpose of language learning has become a special research field ...
Read More
With the advancement of educational technologies, game-based learning has emerged as a branch for learning growth and has attracted the attention of language learners, teachers, and researchers. Studying or designing digital games with the purpose of language learning has become a special research field and is called "Digital Game- Based Language Learning" (DGBLL). In this article, with the aim of studying the relationship between educational facilities in digital games and learning foreign languages, while reviewing the new research conducted on the effect of digital games on language learning, the types of digital games identified based on language learning are reviewed. Also, some theories of language learning and how to use them in learning based on digital games are studied. Then the results of the researches and the recommendations given by the researchers for the design of this type of games on language learning are examined. In this article, the following topics have been studied: 1-Theoretical dimensions of language learning based on digital games, 2-Findings of the effect of digital games on language learning, 3-Suggestions provided by researchers for more appropriate design of digital games based on language learning. This study helps language teachers and learners to use digital games for language teaching and learning. Also, this study can be a background and inspiration for native digital game designers to design games with a foreign language learning approach, and it shows in what aspects the theoretical topics of learning can help to design and implement games for language learning.