تأثیر طراحی آموزشی مبتنی بر بازی وارسازی بر خودپنداره تحصیلی دانش¬آموزان
محورهای موضوعی :
دریا مغیثی
1
,
فاطمه جعفرخانی
2
,
مجتبی رضایی راد
3
1 - کارشناسی ارشد تکنولوژی آموزشی دانشگاه علامه طباطبائی تهران، ایران
2 - استادیار گروه تکنولوژی آموزشی دانشگاه علامه طباطبائی تهران، ایران
3 - استادیار گروه تکنولوژی آموزشی، واحد ساری، دانشگاه آزاد اسلامی، ساری، ایران
کلید واژه: بازی وارسازی, طراحی آموزشی, خودپنداره تحصیلی.,
چکیده مقاله :
پژوهش حاضر در تلاش است تا با یک طراحی آموزشی مناسب، تأثیر بازی وارسازی را بر خودپنداره تحصیلی در دانش آموزان پایه چهارم ابتدایی بررسی کند. این پژوهش به شیوه شبه آزمایش و با طرح پیش آزمون- پس آزمون با گروه کنترل صورت گرفت. جامعه آماری در این پژوهش دانش آموزان دختر پایه چهارم ابتدایی شهرستان ساری در سال 1402-1403 بودکه بر اساس نمونه گیری در دسترس،63 نفر از آنها به عنوان نمونه انتخاب و د ر دو گروه آزمایش( 31 نفر) و کنترل( 32 نفر) به طور تصادفی قرار گرفتند و طراحی فرآیند یادگیری و آموزش در پلت فرم اجوچال برای گروه آزمایش اجراء شد. ابزار پژوهش، پرسشنامه خودپنداره تحصیلی یسن چن (2004) بر اساس پژوهشهای معتبر است که روایی صوری و محتوایی آن، مورد تأیید گزارش شده است. تجزیه¬و¬تحلیل داده¬ها با استفاده از روش¬های آمار توصیفی (محاسبه میانگین و انحراف استاندارد) و روش¬های آمار استنباطی، استفاده از آزمون¬های تحلیل کوواریانس یک متغیره و تحلیل کواریانس چند متغیره در سطح معناداری 05/0=α، انجام شده است. یافتههای پژوهش نشان داد که تفاوت نمرات بین پس آزمون در دو گروه آزمایش و کنترل، معنادار است و طراحی آموزشی مبتنی بر بازی وارسازی بر خودپنداره تحصیلی دانش آموزان تأثیر مثبت دارد.
The current research is trying to investigate the effect of gamification on academic self-concept in fourth grade elementary students with a suitable educational design. This research was conducted as a quasi-experiment with a pre-test-post-test design with a control group. The statistical population in this research was the fourth grade female students of Sari city in 1402-1403, based on the available sampling, 63 of them were selected as a sample and divided into two experimental groups (31 people) and control groups. 32 people) were randomly placed and the design of the learning and teaching process was implemented in the Ajochal platform for the experimental group. The research tool is Yasen Chen's academic self-concept questionnaire (2004) based on authentic researches, whose formal and content validity has been confirmed. Data analysis using descriptive statistics methods (calculation of mean and standard deviation) and inferential statistics methods, using univariate covariance analysis and multivariate covariance analysis tests at a significance level of 0.05 =α, has been done. The findings of the research showed that the difference in scores between the post-test in the two experimental and control groups is significant and educational design based on gamification has a positive effect on students' academic self-concept.
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