تأثیر برنامه درسی مبتنی بر واقعیت مجازی بر ادراک حل مسئله و پیشرفت تحصیلی دانشآموزان دوره ابتدایی
محورهای موضوعی : یادگیریسجاد پورباغبان 1 , فیروز محمودی 2 , اسکندر فتحی آذر 3 , بهروز کوهستانی 4
1 - دانشجوی دکتری برنامهریزی درسی، دانشگاه تبریز-ایران
2 - دانشیار گروه علوم تربیتی دانشگاه تبریز، تبریز-ایران
3 - استاد گروه علوم تربیتی دانشگاه تبریز، تبریز- ایران
4 - استادیار گروه فناوریهای نوین دانشگاه تبریز، تبریز- ایران
کلید واژه: پیشرفت تحصیلی, برنامهدرسی مبتنی بر واقعیت مجازی, ادارک حلمسئله,
چکیده مقاله :
پژوهش حاضر با هدف تعیین تأثیر برنامه درسی مبتنی بر واقعیت مجازی بر ادارک حل مسئله و پیشرفت تحصیلی دانشآموزان دوره ششم ابتدایی در درس علوم انجام شد. روش تحقیق حاضر از نوع نیمه آزمایشی و طرح پژوهش پیشآزمون- پسآزمون با گروه کنترل بود. جامعه آماری شامل تمامی دانشآموزان دوره ششم ابتدایی شهر تبریز بودند و نمونه آماری با توجه به ماهیت نیمه آزمایشی بودن آن شامل 30 نفر (15 نفر گروه آزمایش و 15 نفر گروه کنترل) بود. گروه آزمایش شامل دانشآموزانی بود که در معرض آموزش براساس الگوی برنامه درسی مبتنی بر واقعیت مجازی قرار گرفتند و گروه کنترل شامل دانشآموزانی بود که در معرض آموزش رایج مدارس قرار داشتند. جهت گردآوری اطلاعات از پرسشنامه ادراک حل مسئله هپنر و پترسون (1982) و آزمون معلم ساخته پیشرفت تحصیلی استفاده شد. دادههای پژوهش با استفاده از روش تحلیل کوواریانس چندمتغیره و تک متغیره مورد تجزیه و تحلیل قرار گرفتند. یافتههای تحقیق نشان داد، آموزش مبتنی بر واقعیت مجازی بر هر سه مؤلفه ادراک حل مسئله (اعتماد به خود، نزدیکی به مسئله و کنترل شخصی) و پیشرفت تحصیلی تأثیر مثبت دارد. لذا میتوان با بهره گیری از برنامه های درسی مبتنی بر واقعیت مجازی میزان ادراک حل مسئله و پیشرفت تحصیلی دانشآموزان را افزایش داد.
The aim of this study was to determine the effect of virtual reality-based curriculum on problem-solving perceptions and academic achievement of sixth grade elementary students in science. The method of the present study was quasi-experimental and the pretest-posttest research design was with a control group. The statistical population included all sixth grade elementary school students in Tabriz and the statistical sample, due to its semi-experimental nature, included 30 people (15 in the experimental group and 15 in the control group). The experimental group consisted of students who were exposed to education based on a virtual reality-based curriculum model, and the control group consisted of students who were exposed to conventional school education. Hepner and Patterson (1982) problem-solving perception questionnaire and teacher-made academic achievement test were used to collect information. The research data were analyzed using multivariate and univariate Analysis of Variance. Findings showed that virtual reality education has a positive effect on all three components of problem-solving perception (self-confidence, closeness to the problem and personal control) and academic achievement. Therefore, by using virtual reality-based curricula, students' problem-solving perception and academic achievement can be increased
Andersen. SAW, Konge, L., & Sorensen. MS. (2018). The effect of distributed virtual reality simulation training on cognitive load during subsequent dissection training. Medical Teacher. 7(40):1-6. 40(7):684-689.
doi: 10.1080/0142159X.2018.1465182. Epub 2018 May 7.
Anderson, P, Jacobs, C., & Rothbaum, B. O. (2014). Computer-supported cognitive behavioral treatment of anxiety disorders. Journal of Clinical Psychology, 60(3): 253-267.
Costa, N., & Melotti, M. (2012). Digital media in archaeological areas, virtual reality, authenticity and hyper-tourist gaze’ Sociology Mind, 2(1): 53–60.
Diemer, J., Pauli, P., & Muhlberger, A. (2017). Virtual reality in Psychotherapy. International Encyclopedia of the Social & Behavioral Sciences (Second Edition), 12(2): 138-146.
Dijkstra, S. (2010). The description of knowledge and skills for the purpose of instruction. In S. Dijkstra, B. H. Wolters, & P. C. Sijde (Eds.), Research on instructional design and effects. New Jersey: Educational Technology Publications.
Dow. S., Saponas. T. S., Li. Y., & Landay. J. A. (2016). External Representations in Ubiquitous Computing Design and the Implications for Design Tools. In Designing Interactive Systems (DIS 06). ACM Press.
Eastman. C. (2000). New directions in design cognition: studies of representation and recall. In Design Knowing and Learning: Cognition in Design Education.
Elliot, H. A., & Joey, L. (2017). Virtual reality in education: a tool for learning in the experience age, International Journal Innovation in Education, 4(4):2015-226.
Emmelkamp, P. M. G., Krijn, M., Hulsboseh, A. M., Devries, S., Schuemie, M. J., & Vander Mast, C. A. (2012). Vutual reality treatment versue exposure on vivo: A comparative Evaluation in Acrophobia. Behavior Research and Therapy, 40(5): 509-516.
Fathi, M. (2012), Chemistry Education in Criticism Plant, Journal of Chemistry Education Development, 26(3): 59-64 [In Persian].
Gregg, L., & Tarrier, N. (2017). Virtual reality in mental health: A review of the literature. Social Psychiatry and Psychiatric Epidemiology, 42(2): 343-54.
Heppner P. (1988). The Problem-Solving Inventory: Manual. Palo Alto, CA, Consulting Psychologist Press.
Himma, K. E., & Tavani, H. T. (2016). The handbook of information and computer ethics: John Wiley & Sons.
Ibanez, M., Portillo, A., Cabada, R., & Barron. M., (2020). Impact of augmented reality technology on academic achievement and motivation of students from public and private Mexican schools. A case study in a middle-school geometry course. Computers & Education. 145(68):586-596.
Jang, D. P., & Kim, I. Y. (2014). Analysis of physiological response to two virtual environments: Driving and flying simulation. Cyber psychology and Behavior, 5(4):11-18.
Jin, W., & Lee, S. (2019). Designing in virtual reality: a comparison of problem-solving styles between desktop and VR environments Article in Digital Creativity. Digital Creativity. 30(2):107-126.
Johnson. M. (2007). The Body in the Mind. Chicago University Press. Chicago.
Karampelas, K. Karvounidis, S., & Mantikou, S. (2014). Virtual Reality in Elementary Science Class: The Case of a Greek Primary School. ICICTE Proceedings, International Conference on Information and Communication Technologies in Education. 241-250.
Koc Akran, S., & Uzum, B. (2018). The Effect of the Layered Curriculum on the 6th Grade Students' Learning Styles in Science Lesson, International Journal of Educational Methodology, 4(3): 141-152.
Krishnan, A., & Onkar, P. (2019). Virtual Reality References in Design Problem Solving: Towards an Understanding of Affect-Cognition Interaction in Conceptual Design. Augmented Reality and Virtual Reality. 989(28): 247-260.
Lau, K., & Lee, P. (2015) ‘The use of virtual reality for creating unusual environmental stimulation to motivate students to explore creative ideas’, Interactive Learning Environments, 23(1): 3–18.
Lund, B., & Wang, T. (2019). Effect of Virtual Reality on Learning Motivation and Academic Performance: What V formance: What Value Ma alue May VR Ha y VR Have for Libr e for Library Instruction? Instruction?" Kansas Library Association College and University Libraries Section Proceedings: 9(1):125-135
Mehdizadeh, F., & Sheikh Al-Taifeh, M. (2019). The Role of Virtual Reality in the Education of Health Care Specialists: A Systematic Review, Journal of Student Research Committee of Torbat Heydariyeh University of Medical Sciences, 1(2): 10-22 [In Persian].
Moghaddasi, H., Rabiei, R., Nazemi, I., Bigdeli, Sh., & Ebrahimpour Sadagheyani, H. (2016). Role of Models, Approaches and Theories in Designing and Learning Producing Educational Software Software Based on Virtual Reality Technique in Nursing Education: A Systematic Review, Urmia Journal of Nursing and Midwifery, 14(4): 300-312 [In Persian].
Rezaeipour Almasi, M., & Magami, H. (2019). The effect of virtual reality on learning and academic achievement of tenth grade students in chemistry, Quarterly Journal of Research in Educational Systems, 13(45): 157-171 [In Persian].
Riva, G. (2012). Virtual reality for health care: The status of research. Cyberpsychology and Behavior, 5(3): 219-225.
Sweller, J., Ayres, P., & Kalyuga, S. (2011). Cognitive Load Theory. New York: Springer.
Tan. S., & Waugh. R. (2013). Use of Virtual-Reality in Teaching and Learning Molecular Biology. 3D Immersive and Interactive Learning. Springer Science. Business Media Singapore.
Wiederhold, B. K., & Rizzo, A. S. (2015). Virtual reality and applied psychophysiology. Applied Psychophysiology and Biofeedback. 30(3): 183-185.
Zacharia, Z., & Constantinos. C. P. (2008). Comparing the Influence of Physical and Virtual Manipulatives in the Context of the Physics by Inquiry Curriculum: The Case of Undergraduate Students, Conceptual Understanding of Heat and Temperature. American Journal of Physics, 76(4): 425-430.
_||_