نمایش مختصر رکورد

dc.contributor.authorAhmadi, Roshanen_US
dc.contributor.authorAhmadi, Shahinen_US
dc.date.accessioned1402-06-13T17:29:47Zfa_IR
dc.date.accessioned2023-09-04T17:29:48Z
dc.date.available1402-06-13T17:29:47Zfa_IR
dc.date.available2023-09-04T17:29:48Z
dc.date.issued2023-05-01en_US
dc.date.issued1402-02-11fa_IR
dc.date.submitted2023-06-10en_US
dc.date.submitted1402-03-20fa_IR
dc.identifier.citationAhmadi, Roshan, Ahmadi, Shahin. (2023). The Effect of Educational Digital Games on Creativity, Motivation and Academic Progress in Elementary School Students' Mathematics lessons.. Iranian journal of Learning and Memory, 6(21)doi: 10.22034/iepa.2023.401574.1429en_US
dc.identifier.issn2645-5455
dc.identifier.issn2645-5447
dc.identifier.urihttps://dx.doi.org/10.22034/iepa.2023.401574.1429
dc.identifier.urihttps://journal.iepa.ir/article_178502.html
dc.identifier.urihttps://iranjournals.nlai.ir/handle/123456789/1030828
dc.description.abstractThe aim of the research was the effect of educational digital games on creativity, motivation and academic progress in the mathematics lesson of the first elementary school students. The research method is a semi-experimental type of pre-test-post-test with control group, And the statistical population included all the students of the first grade of elementary school in Islam-Shahr city. The sample size consisted of 72 people (36 people in the experimental group and 36 people in the control group) who were selected by the available method. The measurement tools included the Torrance Form A creativity test, the mathematical motivation questionnaire, and tests to measure knowledge, attitude and mathematical skills. The reliability of each tool was obtained as 0.80, 0.709, 0.82, 0.94 and 0.85 respectively. The experimental variable was implemented in three steps "group game", "exploration" and "individual game" in 12 sessions for the experimental group.Descriptive statistics and inferential statistics such as Kolmogorov-Smironov, Levin and Box test and multivariate covariance analysis were used for data analysis. The results showed; Education using digital educational games has been effective on creativity (fluidity component), mathematical motivation (desire, avoidance) and academic progress (knowledge, attitude and skill) of students. And there was a significant relationship between these variables; However, no significant difference was observed between the two experimental and control groups in the components of expansion, flexibility and innovation related to the variable of creativity.en_US
dc.languageEnglish
dc.language.isoen_US
dc.publisherIranian Educational Psychology Associationen_US
dc.relation.ispartofIranian journal of Learning and Memoryen_US
dc.relation.isversionofhttps://dx.doi.org/10.22034/iepa.2023.401574.1429
dc.subjectEducational digital gamesen_US
dc.subjectcreativityen_US
dc.subjectMotivationen_US
dc.subjectacademic achievementen_US
dc.subjectMathematicen_US
dc.subjectLearningen_US
dc.titleThe Effect of Educational Digital Games on Creativity, Motivation and Academic Progress in Elementary School Students' Mathematics lessons.en_US
dc.typeTexten_US
dc.typeOriginal Articleen_US
dc.contributor.departmentAssistant Professor, Department of Educational Sciences, Faculty of humanities, Shahid Rajaee Teacher Training University, Tehran, Iran.en_US
dc.contributor.departmentMaster's degree in curriculum planning, Shahid Rajaee Teacher Training University, Educationlal ministry of Tehran, Iranen_US
dc.citation.volume6
dc.citation.issue21
nlai.contributor.orcid0000-0002-7818-2401
nlai.contributor.orcid0009-0003-7866-4659


فایل‌های این مورد

فایل‌هااندازهقالبمشاهده

فایلی با این مورد مرتبط نشده است.

این مورد در مجموعه‌های زیر وجود دارد:

نمایش مختصر رکورد