• List of Articles Playing

      • Open Access Article

        1 - Team-Playing Behavior of Banks Workers in Nigeria: The Influence of Job Characteristics
        Olukunle Oludeyi
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        2 - The effect of management accounting teaching by role-playing simulation on students' learning and retention
        vahideh tabibirad zahra dianati reza gholami Reza Gholami Jamkarani Hossein Abbasian
        In recent years, a significant number of  Scientific and professional accounting authorities (such as IFAC, CPA, ICAA, AECC) have called for the development of a wide range of skills in accounting graduates and the diversification of a holistic approach to teaching More
        In recent years, a significant number of  Scientific and professional accounting authorities (such as IFAC, CPA, ICAA, AECC) have called for the development of a wide range of skills in accounting graduates and the diversification of a holistic approach to teaching. The aim of this study was to investigate the effect of simulation teaching l approach through role-playing as a comprehensive teaching method on students' learning and retention, while teaching concepts related to decision making in management accounting. The population of the present study includes all students (undergraduate) of Management Accounting of Islamic Azad University, Saveh Branch in the academic year of 2020-2021 and the samples include two management accounting groups of 60 students (31 in the experimental group and 29 in the control group). The two groups are taught by a single teacher. Findings indicate that students in the experimental group learn and remember better than the control group. Also, the results of a survey of students (through a questionnaire) at the end of the course showed an increase in motivation and effectiveness of this teaching l method in strengthening their verbal and communication skills and better learning the basic concepts of management accounting. Manuscript profile
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        3 - The Effect of Playing on Children’s Social Skills (Case of Study: Preschool Children in Tehran)
        Tahmoures Aghajani Rashid Vakil Jabbarov Mushviq Mustafayev
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        4 - Sociological study of the individual-social consequences of the multiplicity of the job role of women in Tehran Municipality
        Adineh Adib Bagher Sarookhani Mansoor Vosooghi
        The present article sociologically specified individual- social consequences of female employees` multiple role-playing conflict in Tehran municipality during 2018. Through the survey method of study and according to the statistical rules of determining the sample group More
        The present article sociologically specified individual- social consequences of female employees` multiple role-playing conflict in Tehran municipality during 2018. Through the survey method of study and according to the statistical rules of determining the sample group, among 5600 people of the statistical society, 360 female employees in various districts of Tehran municipality were selected as the sample case in cluster multi-stage way. The data was gathered through researcher`s self-made questionnaire in 5 likert scale and 0.7 reliability and approval content validity. The main question of present research was to investigate the relationship between individual and social consequences with multiple role-playing conflict? The theoretical framework of the study was developed through Greenhous and Beutell (1985) conflict theory, rare and accumulation approach and extension theory. The results of Pearson correlation and linear regression revealed that there was a direct relationship among multiple role-playing conflict with job stress, rush and delay at affaires, physical burnout and family quarrel. However, there was an opposite relationship among women`s multiple role-playing conflict with their social support, job satisfaction and life satisfaction. Thereupon, with the employment of women in the modernity era and the lack of men`s cooperation with women in household chores at home and managers in the office, with the strong patriarchy background; they will encounter with multiple role-playing conflict at home and office which cause different individual and social consequences too. Manuscript profile
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        5 - A Comparison Between the Effect of Playing Games and Doing Aerobics on Some Body Composition Indices of the Obese Female Students
        Mehdi Bostani Zeinab Alipour
        The purpose of the present study is the comparative review of the effect of two exercising plans on some body composition indices of the obese female girls in Ahwaz. To this aim, 45 obese students in district 1 of the education administration of Ahwaz were purposefully More
        The purpose of the present study is the comparative review of the effect of two exercising plans on some body composition indices of the obese female girls in Ahwaz. To this aim, 45 obese students in district 1 of the education administration of Ahwaz were purposefully chosen and then they were randomly assigned to 3 groups of 15 girls. In order to control the participants’ dietary plan, the nutrition remembrance questionnaire was used. Body composition indices including body mass index (BMI), waist-hip ratio (WHR), and body fat percentage in both pre-test and post-test stages were measured and registered. For inside group comparison, dependent t-test was used and for the comparison of the 3 groups, the variance analysis (ANOVA) as well as Tuckey’s Post Hoc in the significant level of 0.05 were used. The results showed that doing 8 weeks of aerobics and playing games both significantly reduced the BMI and body fat percentage but only playing games could significantly reduce the WHR (P<0.05). According to the results of the present research, it is recommended that in order to control children obesity, in addition to organized exercises, sport activities in the form of playing be used as well. Manuscript profile
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        6 - The Effect of training through role-play on aggression and assertiveness in adolescent boys in boarding centers
        parvaneh karimi fayemeh yarvisi
        The aim of the present study was the effect of education through role-play on aggressionand assertiveness aggression in adolescent boys (age range 14 to 18 years) in boarding centers. The research method was experimental with pre-test, post-test with control group, and More
        The aim of the present study was the effect of education through role-play on aggressionand assertiveness aggression in adolescent boys (age range 14 to 18 years) in boarding centers. The research method was experimental with pre-test, post-test with control group, and research statistical society included all the adolescent boys living in boarding centers of Sanandaj that according to the availability of people list of society,Sample size of 30 patients were selected by simple random sampling method and after completing the assertiveness questionnaires (Yuli Lee, Halbrg, salmon and Haas, 1985) and aggression (Buss and Perry 1992) they randomly assigned to two experimental and control groups. 6 sessions of 90-minute training role play was performed for experimental group and after the intervention post-test was done for both groups. Covariance Analysis statistical method was used for data analysis. The results showed that the dependent variable in the experimental group compared with the control group have had significant upgrade. So from the results, it can be concluded that the role -play training have been effective in increasing assertiveness and decreasing Aggression in adolescent boys. Manuscript profile
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        7 - The Effectiveness of Myths Storytelling with Role Playing on Moral Judgment and Self-efficacy in Girl Students
        Mahtab Behmanesh Sahar Safarzadeh
        The purpose of this study was to investigate the effectiveness of myths storytelling with role playing on moral judgment and self-efficacy in elementary school girl students. The statistical population of the study included all elementary school girl students in Ahvaz d More
        The purpose of this study was to investigate the effectiveness of myths storytelling with role playing on moral judgment and self-efficacy in elementary school girl students. The statistical population of the study included all elementary school girl students in Ahvaz during the academic year of 2019-2020. The sample subsumed 18 female students who were selected by purposive sampling procedure and randomly allocated in two experimental and control group; 9 participants each. This study was a semi-experimental design with "pre-test, post-test and control group". Dorganda Sinha & Miravarma Moral Judgment Test (1998) and Muris Children Self-Efficacy Questionnaire (2001) were implemented to collect data. The experimental group was exposed to 10 storytelling intervention sessions, 60 minutes each. The control group received none. Multivariate analysis of covariance (MANCOVA) and analysis of covariance (ANCOVA) was performed to analyzed data. The results showed that myths storytelling with role playing had significant impact on moral judgment and self-efficacy in elementary school girl students. Manuscript profile
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        8 - Playing with English Alphabet and its Impact on Students’ Participatory Creativity
        Suzan Arezi Bahman Saeidipour Mohammad Reza Sarmadi Bahman Zandi
        Objective: the main objective of the present study was to investigate the impact of playing with English alphabet on students’ participatory creativity. Methodology: this research was a semi-experimental study with a pretest-posttest design and a control group. T More
        Objective: the main objective of the present study was to investigate the impact of playing with English alphabet on students’ participatory creativity. Methodology: this research was a semi-experimental study with a pretest-posttest design and a control group. The population consisted of all students of Kermanshah Payam-e-Noor University who were passing their specialized English course. Using convenience sampling method, 60 students were selected out of the whole population. Then, the selected students were randomly divided into two groups of experimental and control. Using educational games and routine procedures, students in the experimental group were trained for one semester. The data were collected by the Abedi Test of Creativity (ATC), whose validity and reliability had already been confirmed. The SPSS software was used to statistically analyze the collected data and multivariate analysis of variance (MANOVA) was conductedto test the study’s hypotheses. Results: the results showed statistically significant differences between average scores obtained by the two groups in subskills of Fluency (F=16.015), Elaboration (F=4.576), Originality (F=5.265) and Flexibility (F=6.155), indicating that the used educational games had significant impacts on the mentioned subskills of creativity. Conclusion: according to the results of this study,playing with English alphabet positively affects creativity and learning of university students. In other words, students can be expected to be more creative when playing such educational games. Manuscript profile
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        9 - The effect of storytelling and role playing on learning social skills by teachable mentally retarded children
        robabeh abaresi saeed temuri
        The present study investigates the effect of storytelling and role playing on learning social skills by teachable mentally retarded children. Te study is a quasi-experimental one, with pre-test, post-test and control group. The sample included 30 children who were assig More
        The present study investigates the effect of storytelling and role playing on learning social skills by teachable mentally retarded children. Te study is a quasi-experimental one, with pre-test, post-test and control group. The sample included 30 children who were assigned randomly to the experimental and control groups. The experimental group experienced a 2.5 months of storytelling along with role playing. Based on t-test results, social skills in experimental group significantly improved. Manuscript profile
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        10 - Study of Evolutionary and Swarm Intelligent Techniques for Soccer Robot Path Planning
        Mostafa Salehi Elahe Mansury
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        11 - The role of new knowledge-based cities in enhancing national competitiveness Case study: The new city Andishe.
        رحیم سرور میترا انصاری نوبخت سبحانی
        Knowledge-based city is a new concept in the new millennium. Although some signs of the concept of knowledge city can be traced to a decade ago, but it was since the begining of the twenty-first century that some cities around the world tended towards the concept of kno More
        Knowledge-based city is a new concept in the new millennium. Although some signs of the concept of knowledge city can be traced to a decade ago, but it was since the begining of the twenty-first century that some cities around the world tended towards the concept of knowledg-based development. The present study reviews the role of new knowledge-based cities in enhancing national competitiveness in a new city named Andishe by using a descriptive- analytic approach. The results revolve around three main areas, i.e. knowledge-based, competitiveness, and modern developed. The multi-criteria decision analysis methodology (TOPSIS) was used to analyse the results. According to the findings resulted from TOPSIS, the sub-criterion “quality of life” for the advanced component, the sub-criterion “product factors” for the competitiveness component, and the sub-criterion “caring about the potential ability of citizens” for the knowledge-based, respectively, were the first three priorities. Thus, after integrating the sub-criteria, results show that “caring about the potential ability of citizens”, “high quality for life” and “access to information technology” are the first three priorities with 1, 0.377, and 0.324 respectively as their scores, and other sub-criteria, such as research activities, demand condititions, and trade networks are the last priorities, and their impact is less than other components. Manuscript profile
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        12 - Evaluation and ranking of factors affecting the success of gamification implementation from the perspective of student teachers and teachers using reasoned activity model(TRA)
        narges miranisargazi mahtab asgari sadegh malekhosseyni Asma Yazdi
        Thepurpose of thepresent study was to evaluate and rank the factors influencing the success of the game implementation from teachers'point of view usingTRAmodel in three areas of learning desire,behavioral beliefs and learning mentality.Thepresent study is of practical More
        Thepurpose of thepresent study was to evaluate and rank the factors influencing the success of the game implementation from teachers'point of view usingTRAmodel in three areas of learning desire,behavioral beliefs and learning mentality.Thepresent study is of practical purpose and is one of the descriptive-survey research.Thestatistical population of the study consists of all elementary school teachers in District 1 of Isfahan province;the total number of elementary school teachers in this area is approximately1600.The number of157students is determined by cluster random sampling and Morgan table as sample of research.Theinstrument used in the research is a researcher-made questionnaire that uses scientific literature,previous research,and the opinions of experts in three components of willingness to learn,behavioral control and learning mentality.Descriptive and inferential statistics were used to analyze the data. Data were analyzed using Spss25software and Friedman test was used to rank and determine factors affecting the success of game implementation.Theresults indicate that among thefactors influencing the behavioral beliefs of using the game,respectively,thementality of using the game and the tendency touse the game have the greatest impact on the success of the game.There is also no significant difference between teachers'perceptions of factors affecting the success of gamificationimplementation based on demographic variables of gender,education,and service history;Not done. Manuscript profile
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        13 - The Effectiveness of Role-Playing Games on Emotional and Cognitive Creativity Among Primary School Children
        Zohre Alaedini Mehrdad Kalantari MohammadBagher Kajbaf Hossein Molavi
        This study aimed to examine the effect of role-playing games on emotional and cognitive creativity among elementary school children from Isfahan. Thirty students with the age ranges of 7-12 years who had inclusion criteria were selected from four districts of Isfahan. T More
        This study aimed to examine the effect of role-playing games on emotional and cognitive creativity among elementary school children from Isfahan. Thirty students with the age ranges of 7-12 years who had inclusion criteria were selected from four districts of Isfahan. The participants were randomly assigned into either control or experimental group. The role-playing games were conducted in group sessions and lasting 90 minutes per session (10 sessions). The effectiveness of games were assessed using the Torrance Test of Creativity (1974) and the Averill Emotional Creativity Inventory (1999). The results of multivariate analysis of variance indicated that role-playing games significantly increased cognitive creativity (fluency and originality) and emotional creativity (preparedness and novelty). The findings suggested that role-playing game is a preferred activity for promoting creativity in children.   Manuscript profile
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        14 - MATHEMATICAL MODELLING FOR DICE FINDER GAME PROBLEM
        Sanjay Jain
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        15 - Investigating the impact of public libraries on social development
        Robab AzizKhani Fereshteh Sepehr Zohreh Mir Hoseini Saeid Ghafari
        The current research is cross-sectional in terms of its practical purpose, the nature of the current research is a descriptive correlation type that has been carried out quantitatively, according to the theoretical foundations for measuring social justice, the obtained More
        The current research is cross-sectional in terms of its practical purpose, the nature of the current research is a descriptive correlation type that has been carried out quantitatively, according to the theoretical foundations for measuring social justice, the obtained components and sub-criteria for each of the criteria. A 5-point Likert scale was developed. In order to measure social justice from librarians' point of view, a questionnaire was designed with three dimensions: appearance, content and literary dimensions. The items of this variable were also designed based on a 5-point Likert scale. The validity of the questionnaire was measured through content and form validity and its reliability was also measured with Cronbach's alpha of 83%. The analysis of research findings has been done using SPSS version 23 statistical software, and Pearson's correlation coefficient and multiple regression and path analysis tests were also used to test the hypotheses. The statistical population of the research is the total number of public libraries across the country, which are divided into five parts: north, south, west, east and center, based on the population in the north 1334 people, south 1276 people, east 1565 people, west 1095 and There are 1,981 centers with a total of 7,251 people, and since we are dealing with a large statistical population, 479 people were selected as cluster sampling using Morgan's table. In this research, the final questionnaire was provided to 30 librarians, which was obtained as described in the table and shows the appropriate reliability of the tool. Manuscript profile