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      • Open Access Article

        1 - ds
        fatemeh hajiarbabi hasan ahadi ali delavar hasan asadzadeh
      • Open Access Article

        2 - Comparing Willingness to Communicate among Adolescents Interested in Different Styles of Computer Games
        Roghieh Nooripour Liavoli Mohammad Ali Fardin Mahmoud Shirazi Gholam Ali Afrooz Mehdi Dehestani
        The present study was aimed to compare willingness to communicate among adolescents interested in different styles of computer games. The method of this study was descriptive and casual-comparative design. Statistical population included all boy adolescents and youths w More
        The present study was aimed to compare willingness to communicate among adolescents interested in different styles of computer games. The method of this study was descriptive and casual-comparative design. Statistical population included all boy adolescents and youths who referred to all of 25 Internet gaming cafés in Zahedan in 2015. Sampling method was multi-stage cluster sampling which 8 Internet gaming cafés were selected randomly among all of Internet gaming cafés and then among all of referred people to them 156 individuals were selected by using simple random sampling (sortation). McCroskey’s Willingness to Communicate Scale was used to collect data. The results of one way ANOVA indicated that there was significant differences between willingness to communicate in different groups interested in styles of computer games (extensive online team, individual and combined games) (P≤0.01). In this regard, those who were interested in extensive online team and combined games were more willing to communicate in comparison of those who were interested in individual games. Also, results released that subjects who chose both Internet gaming cafés and house as places to play were more willing to communicate compared to those who only selected their houses to play. Therefore, results of this study showed that each of the styles of computer games can have tremendous effect on audience. Manuscript profile
      • Open Access Article

        3 - The Effect of Educational Computer Game on Bloom’s Cognitive Levels in Learning and Retention of Mathematical Concepts in Students
        Mohammad Hajizad Fatemeh Firouzi Saeid Saffarian Hamedani
        The present study was aimed at investigating the effect of educational computer games on Bloom’s cognitive levels in learning and retention of mathematical concepts in first grade primary school students. The method was quasi-experimental pretest/posttest with a c More
        The present study was aimed at investigating the effect of educational computer games on Bloom’s cognitive levels in learning and retention of mathematical concepts in first grade primary school students. The method was quasi-experimental pretest/posttest with a control group. The statistical population included all the first grade primary school students who was studying in private schools in 2012-13 academic year (N= 295). Through cluster random sampling method, 100 students have been selected and divided into two control and two test groups. The research tool was researcher-made mathematics test in two levels (knowledge and comprehension) of Bloom’s cognitive levels. Its validity was confirmed by experts in mathematics lesson, and its reliability, using Cronbach Alpha, was calculated 0.79. Findings showed that educational computer games had positive effect on student mathematical concepts learning. On the other hand, an educational computer game had effect on the knowledge level of mathematical concepts in boy students, but it had no effect on the comprehension level of mathematical concepts in boy and girl students. Also, an educational computer game only had effect on the retention of girl students. In general, the research results indicated that educational computer games had positive effect on Bloom’s cognitive levels in the learning and retention of mathematical concepts. Manuscript profile
      • Open Access Article

        4 - On the Impact of Dalan-E-Sabz Computer Game-Aided Instruction in Recall Increase of Chemistry Concepts of First Year High School
        Farmand Farzin Maryam Sabbaghan
        The problem of forgetting course subjects during the long Norouz holiday and summer vacation in Iran sits among one of the main teachers’ concerns. This article aimed at investigating the impact of a researcher-made game called Dalan-e-Sabz to recall basic chemist More
        The problem of forgetting course subjects during the long Norouz holiday and summer vacation in Iran sits among one of the main teachers’ concerns. This article aimed at investigating the impact of a researcher-made game called Dalan-e-Sabz to recall basic chemistry concepts. The present applied study aimed at investigating the impact of Dalan-e-Sabz game to help recall basic chemistry concepts among the first year high school students in 2014. In this study, the experimental and control groups designed by removing a covariate effect were used. In fact, covariate scores were the same measured pretest scores before applying any treatment on learners. The samples in the study were three groups of 30 people (90 people) from a high school for boys in Koohrang City. Due to the long research process and reducing the subjects’ failure to zero, a convenience sampling was used. The data analysis was performed by SPSS with covariance (ANCOVA) analysis. Research findings revealed that Dalan-e-Sabz game and none-concept chemistry game, considering the covariate variable, showed to be significantly different. What can be concluded from the study is that this game had an important role in recalling the course subject, so it can be used for improving the learners’ free time. Manuscript profile