Akbar Jadidi Mohammadabadi; Anvar Shahmohammdi
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 ...
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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 was all female students in the eighth grade of secondary school in Kerman city in the academic year of 2023-2024 and a sample of 80 people was selected in the form of two classes of 40 people from the society by multi-stage cluster sampling method. Two Toulouse and Pieron accuracy questionnaires (1911) and Savary & Oraki concentration questionnaires (2015) were used to collect pre-test-post-test information and computer game software was used as an experimental practice. Data analysis was also done with the statistical method of analysis of covariance and using SPSS19 software. The results showed that computer educational games have been effective in improving the accuracy and concentration of students in the experimental group compared to the control group. Therefore, due to the flexibility of the structure of educational computer games and their non-linear organization, and the motivational features of computer games and the benefit of learning rules and principles such as immediate reinforcement, they can contribute to increasing concentration and accuracy.
Bahman Zandi; Mahsa Karimi
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 ...
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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 all documents, theoretical foundations, and background related to flipped learning in domestic (1390-1403) and foreign (2000-2024) databases. Purposeful non-random sampling was carried out and the sample size was determined based on systematic elimination according to the Prism model flow chart. Data collection tools included record-keeping and systematic literature review, and a 27-item checklist based on the Prism model was used to calculate validity and Cohen's kappa coefficient was used to calculate reliability. Data analysis was performed with MaxQDA2018 software and thematic analysis method. The findings show that flipped learning includes the dimensions of transferring content outside the classroom, focusing on active learning, and providing feedback and clarification. These dimensions are reciprocally related to components such as podcasts, educational videos, and problem-based learning, interaction, and continuous and immediate assessments, and help increase student engagement and participation. The results of this study emphasize the positive impact of flipped learning on the quality of learning and academic achievement of students, and it is suggested that future research examine the practical effects of these dimensions and the challenges of implementing them in classrooms.
Saeed mohaghegh zadeh; zahra Jamebozorg; Fatemeh Jafarkhani
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 ...
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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 terms of purpose. The statistical population of this study includes all female high school students in Yazd, whose statistics were announced as 2300. To select a sample, 30 female high school students were selected by convenience sampling. This number of people was randomly divided into two experimental groups (15 people) and a control group (15 people). Data collection tools were Eiseng's (1978) aggression questionnaire, Hani's creative thinking questionnaire (2005), and a researcher-made chess training package. Analysis of covariance was used to analyze the data and test the hypotheses. The results showed that virtual social networks significantly affect the level of aggression and creative thinking of students. So; teachers and families need to educate students about the dangers of cyberspace networks while educating students about how to use them properly.
ommolbanin ahmadihaji; seyyedeh tahereh hadipour; seyedeh homa aghili
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 ...
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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 works as reflections of critical thinking processes and to examine how technological tools and scientific principles are utilized in creating these works.This study was conducted using a qualitative approach and qualitative content analysis method. The statistical population included high school students in Mazandaran Province, and the research sample was selected through purposive sampling from students who participated in artistic and photographic activities. Visual elements and qualities such as color, light, composition, and perspective, along with the impact of technology (photo editing software) and science (principles of light and color) in students' artworks, were analyzed.The findings revealed that themes such as value contradictions, environmental disorder, hope, and resistance to obstacles had the greatest impact on reflecting critical thinking. The results indicated that employing the STEAM educational approach in visual arts creates a suitable foundation for designing purposeful educational activities and fostering critical thinking. For instance, AI tools help students enhance their images in a way that deepens meaning and more accurately reflects critical concepts.Therefore, it is recommended that educational activities be designed with an emphasis on science and technology, AI tools be used purposefully, and interactive exhibitions be organized for discussion and analysis of artworks.