بررسی تأثیر بازی چندکاربره آنلاین در موقعیت مشارکتی بر انگیزش تحصیلی و یادگیری دانشآموزان
الموضوعات :اسکندر علیجانی علیجانوند 1 , حسن رشیدی 2 , صفیه عبدالهی 3 , میلاد آقورن لوئی 4 , مهران دستورانی 5
1 - گروه تکنولوژی آموزشی، دانشکده روانشناسی و علوم تربیتی، دانشگاه علامه طباطبائی، تهران، ایران
2 - استاددانشگاه علامه طباطبایی
3 - گروه تکنولوژی آموزشی، دانشکده روانشناسی و علوم تربیتی، دانشگاه علامه طباطبائی
4 - تکنولوژی آموزشی، دانشکده روانشناسی و علوم تربیتی، دانشگاه علامه طباطبائی، تهران، ایران
5 - گروه تکنولوژی آموزشی، دانشکده روانشناسی و علوم تربیتی، دانشگاه علامه طباطبائی
الکلمات المفتاحية: یادگیری, انگیزش تحصیلی, مطالعات اجتماعی, پایه ششم, بازی چندکاربره آنلاین, موقعیت مشارکتی,
ملخص المقالة :
هدف این پژوهش بررسی تأثیر بازی چندکاربره آنلاین در موقعیت مشارکتی بر انگیزش تحصیلی و یادگیری است. روش پژوهش از نوع شبه آزمایشی با طرح پیشآزمون و پسآزمون با گروه کنترل است. جامعه آماری شامل کلیه دانش آموزان پسر پایه ششم ابتدایی شهر تهران میشود که در سال تحصیلی 1401-1400 مشغول به تحصیل بودند. با روش نمونهگیری هدفمند دو مدرسه و دو کلاس بهعنوان نمونه انتخاب شدند و 50 دانشآموز در این پژوهش مشارکت داشتند. ابزار جمعآوری دادههای انگیزش تحصیلی پرسشنامه استانداردشده پورآقا رودبرده و طالع پسند بود که برای پایه هفتم طراحیشده بود. برای جمعآوری دادههای متغیر یادگیری از آزمون چهارگزینهای معلم ساخته استفاده گردید. روایی این آزمون با توجه به استفاده از جدول هدف - محتوا، نظر معلمان و متخصصان موضوع، در سطح مناسبی تعیین شد. پایایی آن نیز از طریق کودر-ریچاردسون 21، 71/0 مشاهده شد. نتایج بهدستآمده از تحلیل کوواریانس تک متغیره و چندمتغیره نشان داد که سطح معناداری کوچکتر از 05/0 است (05/0>p). بدین ترتیب فرض صفر آماری رد و با تأیید فرض پژوهشی، مشخص گردید که بین دو گروه آزمایش و گواه، در نمرات انگیزش تحصیلی و یادگیری تفاوت معناداری وجود دارد.
Energy Reviews 78, 855–867.
Alijani Alijanvand, E., Jafarkhani, F., Kermani, R & Rahimipour, Kh (2022). Investigating the effect of education through concept mapping method using SHAD application on learning and retention of sixth elementary social studies. The second conference on mobile learning in the Corona and post-Corona eras. Allameh Tabataba'i University. 4-5 March. [in Persian]
Azimi, E. (2013). Principles of design and role of computer educational games in educating the blind. Journal of Exceptional Education. Volume 13, Number 2. 45-49. [in Persian]
Bagheri, M & Talimi, R. (2021). The effect of gamification on learning and memorization of students' environmental concepts. Journal of Environmental Education and Sustainable Development. Volume 9, Number 3. 32-23. [in Persian]
Bahadori Khosroshahi, J. & Habibi Kalibar, R. (2016) The Relationship between Computer Games and Critical Thinking, Academic Motivation and Empathy in Students. The first national conference on family and emerging issues, Azerbaijan Shahid Madani University. December 2016. [in Persian]
Chen, C. H., Wang, K. C., & Lin, Y. H. (2015). The comparison of solitary and collaborative modes of game-based learning on students' science learning and motivation. Journal of Educational Technology & Society, 18(2), 237-248.
Cheng, Y. W., Wang, Y., Cheng, I. L., & Chen, N. S. (2019). An in-depth analysis of the interaction transitions in a collaborative Augmented Reality-based mathematic game. Interactive Learning Environments, 27(5-6), 782-796.
Clark, R. C. & Meyer, R. (2008). e-learning and educational science. (Translated by Aliabadi, Kh., Eskandari, A & Kanani,M). Tehran: Allameh Tabataba'i University Press. [in Persian]
Cuenca, L. J. M., & Martin, C. M. J. (2010). Virtual games in social science education. Computers & Education, 55(3), 1336- 1345.
Dehghani Firoozabadi, R., & Sardari Zarchi, M. (2018). The effect of computer games on motivation and academic achievement of elementary school students using data mining techniques. Fourth National Conference on Research in Educational Sciences, Psychology and Social Sciences, Tehran: September 2018. [in Persian]
El Mhouti, A., Nasseh, A., Erradi, M., & Vasquèz, J. M. (2017). Enhancing collaborative learning in Web 2.0-based e-learning systems: A design framework for building collaborative e-learning contents. Education and Information Technologies, 22(5), 2351-2364.
Esmaeili Gujar, S., Aliabadi, K. & Poorroustaei, S. (2017). The effect of web-based multifunctional educational computer games on students' learning and motivation. New media studies. Volume 3, Number 11.195-223. [in Persian]
Fardanesh, H. (2017). Theoretical foundations of educational technology. Tehran: SAMT. [in Persian]
Hsiao, H. S., Chang, C. S., Lin, C. Y., Chang, C. C., & Chen, J. C. (2014). The influence of collaborative learning games within different devices on student’s learning performance and behaviours. Australasian Journal of Educational Technology, 30(6).
Huang, W. H. (2011). Evaluating learners’ motivational and cognitive processing in an online game-based learning environment. Computers in Human Behavior, 27(2), 694-704.
Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6-E10.
Jabbari, N., & Eslami, Z. R. (2019). Second language learning in the context of massively multiplayer online games: A scoping review. ReCALL, 31(1), 92-113.
Jayakathan, R.(2002). Application of computer games in the field of education. Electronic Library, 20 (2), 98-102.
Khadivi, A & Malek Mohammadi, F (2008). Comparison of active and traditional teaching methods in the progress of science course and the level of creativity of third grade middle school students in Karaj in 2007-2008. Scientific Journal of Education and Evaluation. Volume 1, Number 2. 95-120 [in Persian]
Lim, K. Y., & Wang, J. Y. (2005). Collaborative handheld gaming in education. Educational Media International, 42(4), 351-359.
Meluso, A., Zheng, M., Spires, H. A., & Lester, J. (2012). Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning. Computers & Education, 59(2), 497-504.
Moghari, J & Moghimi Gask, A. (2017). New teaching methods. The first national conference of modern research in Iran and the world in psychology and educational sciences,Law and Social Sciences, Shiraz. [in Persian]
Moradi, R & Maleki, H. (2015). The effect of computer educational games on academic motivation of mathematical concepts of male students with learning disabilities. Psychology of Exceptional People, Volume 5, Number 18. [in Persian]
Papastergiou, M. (2008). Online computer games as collaborative learning environments: Prospects and challenges for tertiary education. Journal of educational technology systems, 37(1), 19-38.
Pouragha Rudbardeh, F & Tale Pasand, S. (2014). Construction and validation of a multi-factor questionnaire of academic motivation for the special edition of first year high school students in Semnan, Journal of Educational Measurement and Evaluation Studies, 4 (7), 61-83. [in Persian]
Prell, J., Nelson, W. R., & Foshay, J. (2012). The Effectiveness of Learning Geography Using Computer-based Games. The Journal of Special Education Apprenticeship, 1(2), 6.
Pujolà, J. T., & Appel, C. (2020). Gamification for technology enhanced language teaching and learning. In M. Kruk & M. Peterson (Eds), New technological applications for foreign and second language learning and teaching (ch. 5). IGI Global. https://doi.org/10.4018/978- 1-7998-2591-3.ch005
Qanei Rad, M. A. (2006). Student interactions, motivation and field action. Research and planning in higher education. Volume 12, Number 2. 1-22. [in Persian]
Rieber, L. P., Boyce, M., & Assad, C. (1990). The effects of computer animation on adult learning and retrieval tasks. Journal of Computerbased Instruction, 17(2), 46-5.
Riivari, E., Kivijärvi, M., & Lämsä, A. M. (2021). Learning teamwork through a computer game: for the sake of performance or collaborative learning?. Educational Technology Research and Development, 69(3), 1753-1771.
Sabirli, Z. E., & Coklar, A. N. (2020). The Effect of Educational Digital Games on Education, Motivation and Attitudes of Elementary School Students against Course Access. World Journal on Educational Technology: Current Issues, 12(4), 325-338.
Sergzi, N. M., Ordoni, M., Besharatnia, M. S., Dastamooz, M. R., & Abravan, M. J. H. (2020). Impact of Educational Computer Games on Academic Motivation and Stress Reduction in Students. International Journal of Elementary Education, 9(3), 71.
Stanley-Yolgeçen, A. J. (2018). Effect of Digital Gamification on Primary School Student Engagement and Achievement in Social Studies in an International School in China (Doctoral dissertation, State University of New York at Buffalo).
Sun P C, Tsai R J, Finger G, Chen Y Y, Yeh D. (2008). What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction. Computers & education.2008; 50(4): 1183-1202.
Utku, Ö., & Dolgunsöz, E. (2018). Teaching EFL Vocabulary to Young Digital Natives through Online Games: A Study with Turkish 5th Grade EFL Learners. International Online Journal of Education and Teaching, 5(1), 115-130.
van der Meij, H., Albers, E., & Leemkuil, H. (2011). Learning from games: Does collaboration help?. British Journal of Educational Technology, 42(4), 655-664.
Wu, M. L., Richards, K., & Saw, G. K. (2014). Examining a massive multiplayer online role-playing game as a digital game-based learning platform. Computers in the Schools, 31(1-2), 65-83.
_||_