لطفا منتظر بمانید ...
0% Complete
صفحه اصلی
/
شانزدهمین کنفرانس ملی و دهمین کنفرانس بین المللی یادگیری و یاددهی الکترونیکی ایران
The effect of competing-based serious game on students' learning and academic engagement in writing course (Case study: serious Norland game)
نویسندگان :
Reza Hajihaji
1
Yusuf Mahdavi nasab
2
Abdullah Qasim Tabar
3
1- دانشگاه خوارزمی
2- دانشگاه خوارزمی
3- دانشگاه خوارزمی
کلمات کلیدی :
Academic Engagement،Competition،Learning،Serious Game،Serious Game
چکیده :
Educators are typically responsible for providing students with educational serious games. Educational game designers must increase player enjoyment by incorporating elements such as competition, thereby potentially enhancing the educational value of the games. In this study, the effect of competition, one of the elements of designing game environments, on learning and academic engagement was investigated experimentally by designing a serious game based on competition. The study's statistical population comprised all fifth-grade students in Aligudarz city during the 2022-2023 school year. The sample was selected by random sampling from two classes of 30 individuals and divided into experimental and control groups. The research design was quasi-experimental and consisted of a pre-and post-test. The research instruments included tests developed by researchers and the Reeve academic engagement questionnaire. The experimental and control groups' learning environments were simultaneously and separately impacted by the competition-based serious game and the serious game for 14 sessions. The results of univariate covariance analysis showed that competition in the serious game on academic engagement (F=34.798; P=0.000) and learning (F=8.671, P=0.005) have a significant effect on a fifth-grade writing course. In addition, a multivariate covariance analysis revealed that competition in a serious game affects cognitive engagement(F=7.088;P=0.010),and behavioral engagement (F=14.087;p=0.000),emotional engagement(F=24.241; P=0.000). Therefore, educational game designers should include a 'competition' element to make educational serious games more enjoyable.
لیست مقالات
لیست مقالات بایگانی شده
آموزش مبتنی بر فنآوری جهت رشته های مهندسی با تکیه بر دوقلوی دیجیتال
محمدحسن جانفشان
الگوی یادگیری سازمانی با هوش مصنوعی مبتنی بر رویکرد یادگیری تعاملی
فرهاد شفیع پور مطلق
Enhancing Online English Teaching: A Systematic Literature Review
Fatemeh Takallou
IDSOJ: An Intrusion Detection System in Online Judges for evaluating programming exercises
Sergio Alloza-García - Iván García-Magariño - Javier Bravo-Agapito - Raquel Lacuesta Gilaberte
الگوی آموزشی (آتما) بعنوان حلقه مفقوده بین دانشگاه و بازارکار
مهرانگیز علینژاد
فریم ورک بازی سازی آموزش سازمانی IGAL (Integrated gamification for Adults Learning)
نوشین لطفی - محمدرضا ابراهیم نژاد
نقش تحلیل یادگیری در بهبود اثربخشی فرآیند آموزش شرکت بیمه دی: مطالعه ای کیفی
مهدی صحرائی بیرانوند - سید احمد مصطفوی منتظری
بررسی اثربخشی محتوای چند رسانه ای مدرس ساخته درس زبان انگلیسی در دوران پاندمی کوید 19
زهرا کریمیان - لاله خجسته
Interactivity Variable in the Process of Online Gaming: The Scrutiny of Its Role in Learning English Vocabulary via Tech Platforms
Zari Saeedi - Mahdi Rezaei - Hossein Bagheri
رضایتمندی دانشجویان از کیفیت آموزش مبتنی بر مغز
محبوبه فناخسرو
بیشتر
ثمین همایش، سامانه مدیریت کنفرانس ها و جشنواره ها - نگارش 44.8.0