یادگیری، تربیت و آموزش مدارس در هزاره سوم

یادگیری، تربیت و آموزش مدارس در هزاره سوم

تاثیر آموزش از طریق بازی وارسازی بر یادگیری و انگیزه پیشرفت درس علوم دانش آموزان پایه ششم ابتدایی ناحیه ۴ کرج

نوع مقاله : مقاله پژوهشی

نویسندگان
1 دانشجوی کارشناسی ارشد برنامه ریزی و مدیریت آموزشی، دانشگاه آزاد اسلامی، گروه الکترونیک، تهران، ایران.
2 دانشیار مدیریت آموزشی، دانشگاه آزاد اسلامی واحد رودهن، تهران، ایران.
3 استادیار مدیریت آموزشی، دانشگاه آزاد اسلامی واحد تهران جنوب، تهران، ایران.
10.22034/jsetm.2024.466963.1038
چکیده
هدف این پژوهش بررسی تاثیر آموزش از طریق بازی وارسازی بر یادگیری و انگیزه پیشرفت درس علوم دانش آموزان پایه ششم ابتدایی ناحیه ۴ کرج است . روش این پژوهش بر حسب نوع هدف، کاربردی و بر حسب روش نیمه آزمایشی با دو گروه آزمودنی شامل گروه آزمایش و گروه کنترل می باشد. از روش کتابخانه ای در تدوین مبانی نظری استفاده شده است. در این پژوهش جامعه آماری کلیه دانش‌آموزان کلاس ششم اندیشمندان مقطع ابتدایی مدرسه امام حسن عسکری (ع) ناحیه چهار شهر کرج در نیمسال دوم سال تحصیلی 1402-1403 به تعداد 40 نفر می باشد،که تعداد 30 نفر به صورت تصادفی به عنوان نمونه آماری انتخاب شده است. ابزار گردآوری داده ها از آزمون های محقق ساخته در دوبخش یادگیری و انگیزه پیشرفته هرکدام با 20 سوال در دومرحله پیش آزمون وپس آزمون استفاده شد ،همچنین در تجزیه و تحلیل داده ها ازآمار استنباطی با نرم افزار Spss 26 استفاده شده است. نتایج پژوهش نشان داد که آموزش از طریق بازی وارسازی بر یادگیری و انگیزه پیشرفت درس علوم دانش آموزان پایه ششم ابتدایی ناحیه ۴ کرج تاثیر گذار است.
کلیدواژه‌ها

موضوعات


عنوان مقاله English

the effect of gamification on learning and the motivation to progress in the science course of the 6th grade elementary school students of District 4 Karaj

نویسندگان English

marjan rezae mousavi 1
Hassan Shahrakipoor 2
parenaz banisi 3
1 Masters student in Educational Planning and Administration, Islamic Azad University, Electronic Department, Tehran, Iran.
2 Associate Professor of Educational Management, Islamic Azad University, Roudhan Branch, Tehran, Iran.
3 Islamic Azad University, Tehran West Branch
چکیده English

Game play is a vital method for conveying concepts to students. This research examines the impact of gamification on learning and motivation in the science course of 6th grade elementary school students in District 4, Karaj. This study is practical in objective and employs a semi-experimental method with two groups: an experimental group and a control group. Theoretical foundations were compiled using a library method, and data were collected via a standard questionnaire. The questionnaire's face validity and reliability were confirmed with a Cronbach's alpha coefficient of 0.786. The statistical population consists of sixth-grade students from four districts of Karaj during the second semester of the 1402-1403 academic year, with a sample of 30 students selected. Data analysis was performed using descriptive and inferential statistics with SPSS 26 software. The findings indicate that gamification positively affects learning and motivation in the science course of 6th grade students in District 4, Karaj. Practical suggestions based on the research results are provided.

کلیدواژه‌ها English

gamification
learning
motivation
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