The effect of educational computer games on students' accuracy and concentration

Akbar Jadidi Mohammadabadi; Anvar Shahmohammdi

Volume 5, Issue 2 , June 2025

https://doi.org/10.30473/t-edu.2024.72759.1217

Abstract
  This research was conducted to investigate the effect of educational computer games on the accuracy and concentration of eighth-grade female students in Kerman. Quasi-experimental research method and pre-test-post-test design with a control group were used. The statistical population of the research ...  Read More

A Comprehensive Analysis of the Dimensions, Components, and Indicators Influencing Flipped Learning: A Meta-Synthesis Approach

Bahman Zandi; Mahsa Karimi

Volume 5, Issue 2 , June 2025

https://doi.org/10.30473/t-edu.2024.72396.1199

Abstract
  The present study aims to identify the factors that constitute flipped learning and examines the key dimensions of this educational approach. This research is applied in terms of purpose and qualitative in terms of data type and was conducted using the meta-synthesis method. The study population includes ...  Read More

The effect of an educational computer game on sustained attention of students with learning disabilities

Saeed mohaghegh zadeh; zahra Jamebozorg; Fatemeh Jafarkhani

Volume 5, Issue 2 , June 2025

https://doi.org/10.30473/t-edu.2025.74086.1261

Abstract
  This study aimed to investigate the effectiveness of virtual social networks on the level of aggression and creative thinking of female high school students in Yazd. This research is a quasi-experimental study with a pre-test-post-test design with a control group and is a part of applied research in ...  Read More

The Function of Visual Arts in the Context of Photography to Enhance Critical Thinking Among High School Students with an Emphasis on the STEAM Educational Approach

ommolbanin ahmadihaji; seyyedeh tahereh hadipour; seyedeh homa aghili

Volume 5, Issue 2 , June 2025

https://doi.org/10.30473/t-edu.2025.73187.1233

Abstract
  The present research analyzes the function of visual arts, within the framework of photography, in enhancing the critical thinking skills of high school students, with an emphasis on science and technology within the STEAM framework. The primary objective of this study is to analyze students' photographic ...  Read More