نوع مقاله : مقاله پژوهشی
نویسندگان
گروه زیست شناسی دانشگاه فرهنگیان تهران
چکیده
کلیدواژهها
موضوعات
عنوان مقاله [English]
نویسندگان [English]
The aim of the present study is to investigate the effect of creating and using interactive software on the Android operating system on learning biology and on students' creativity. Methods: The study was conducted using a quasi-experimental method with a pre-test-post-test design and the Torrens Creativity Assessment Test. The statistical population of the study included two classes of 20 female students in the experimental tenth grade of Farzanegan High School, who were randomly divided into control and experimental groups. The control group was trained traditionally and the experimental group was trained with the aforementioned technology. The research questionnaires included the Torrens Creativity Questionnaire and a researcher-made creativity-based test. The statistical methods used in data analysis were frequency, mean, standard deviation, independent group t-tests, and Pearson correlation coefficient. Cronbach's alpha coefficient was used to examine the reliability of the tests. Expert opinions were used to examine the validity index of the tests. The significance level for all tests was p<0.05. Findings and Conclusions: The research findings showed that the difference between the pre- and post-test of the control and experimental groups was significant, and the higher average scores of the experimental group indicated better learning. Analysis of the Torrance Creativity Questionnaire also indicated improved creativity in the experimental group. Also, the results of the study of the relationship between creativity and academic achievement showed that there is a direct relationship between the creativity resulting from the creation and use of interactive software and the level of academic achievement of students.
کلیدواژهها [English]