نوع مقاله : مقاله پژوهشی
نویسندگان
1 کارشناسی ارشد تکنولوژی آموزشی
2 استادیار تکنولوژی آموزشی دانشکاه اصفهان
3 استادیار گروه تکنولوژی آموزشی دانشگاه اصفهان
چکیده
کلیدواژهها
موضوعات
عنوان مقاله [English]
نویسندگان [English]
Digital educational games have recently received a lot of research and researchers in this field have welcomed their effectiveness. In this regard, the present research was conducted with the aim of investigating the effectiveness of the story and self-explanation of the digital game on learning, academic engagement and learning transfer in the mathematics of the first-grade elementary school students. The present research method was quasi-experimental with a pre-test and post-test design with a control group. The statistical population is all the first-grade students of Tabriz city, the school selection was done as an available school and the sampling of students was random and they were placed in three groups of experiment one (16 students), experiment two (16 students) and the control group (19 students). To collect data related to learning variables and learning transfer, a researcher-made test was used, and Reeve & Tseng's academic engagement questionnaire was used for the academic engagement variable. Multivariate covariance statistical method was used to analyze the data. The analysis of the research findings showed that the story of the digital game has an effect on learning, academic involvement and learning transfer, also the self-explanation of the digital game has an effect on learning and the transfer of learning, but no effect was found between the self-explanation of the digital game and academic involvement. Therefore, in the design of educational games, to increase their effectiveness, the educational capabilities of stories and self-explanation can be used.
کلیدواژهها [English]