Mohsen Roshanian Ramin; Khadije Aliabadi; Ali Delavar; Hassan Rastegarpoor
Abstract
Purpose: This paper aims to investigate the effect of puzzling computer games on the creativity of elementary school students. Method: In this research, a quasi-experimental design was a pre-test and post-test design with a control group, the statistical population was all elementary school boys in Islamshahr, ...
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Purpose: This paper aims to investigate the effect of puzzling computer games on the creativity of elementary school students. Method: In this research, a quasi-experimental design was a pre-test and post-test design with a control group, the statistical population was all elementary school boys in Islamshahr, one of these schools was selected. The sample consisted of 30 students from the 4th to 6th grade who were selected by a simple random sampling method and by randomized replacement was performed in the control and experimental group. The research tool was included five puzzle games selected from between more than 200 puzzle games. Also, the data collection tool was a visual test of Form B for Torrance's creativity, which included four subscales: fluidity, flexibility, originality, and expansion. The method of data collection was a survey and data analysis was done by independent t-test. Results: Data analysis showed that computer games had a positive effect on creativity and its dimensions, and the research hypotheses were confirmed at a significant level of 0.001. Conclusion: The results showed that computer game puzzles that have some specific features, such as problem-solving, focus on searching and discovering, and having a variety of solutions, can be effective in fostering creativity.
salah esmaeeli gojar; Khadijeh Aliabadi; saeed poorrostaei
Abstract
The aim of this study was investigation the effect of network-based educational games on learning and motivation among boy student. The statistical population consisted of all of the boy students in grade three of an elementary school in Shahriar, Tehran, in the academic year of 2016-2017. The study ...
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The aim of this study was investigation the effect of network-based educational games on learning and motivation among boy student. The statistical population consisted of all of the boy students in grade three of an elementary school in Shahriar, Tehran, in the academic year of 2016-2017. The study sample was selected by purposive sampling method and have been divided into tow group of 25 (control and experimental groups). The research methodology was semi-experimental design with pre-test and post-test. At first, the pre-test of learning and motivation were administrated after Treatment in order to assess the students’ mathematic success in the section of the fraction, the post-test was administrated and in order to examine the level of learner motivation keler questionnaires of motivation have been used. The research instrument was researcher-made mathematic achievement test of fraction and Keler questionnaire of motivation, which its reliability was calculated as 0/77 by cuder and Richardson 21 statistical method. Multivariate analysis of covariance was used in order to data analysis. The finding showed that network-based educational games improve the student achievement and motivation level (interest, correlation, satisfaction, expectation) of grade three in elementary school and they can be used as a tool for learning.
Azam Ravadrad; Mahsa Badri
Abstract
In this study we have compared narrative structure of Disney animations and their respective computer-games as their by-products. The purpose of this research is to identify how the meanings created by these two structures related to each other. In this study, we used Vladimir Propp's and Lévi-Strauss's ...
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In this study we have compared narrative structure of Disney animations and their respective computer-games as their by-products. The purpose of this research is to identify how the meanings created by these two structures related to each other. In this study, we used Vladimir Propp's and Lévi-Strauss's approaches. Based on Lévi-Strauss's views, narratives have a structure which creates special meanings to resolve conflicts symbolically. Vladimir Propp's narratology was used in performing a syntagmatic analysis and the study of the way Ingredients were combined in the narrative structure. Using Lévi-Strauss's binary oppositions we did a paradigmatic analysis in order to determine the meaning made by the narrative structures. The methodology of this study is based on a structured study of the text which was done using Propp's method of narratology. The results show that the narrative structure of the animations which is based on value-based judgment changes to value-based responsibilities in the games. In the animations, a way of living is judged to be positive and a symbolic solution for the conflict between good and evil. In the respective video games, this way of living becomes the responsibility of the players. In fact the narrative structure of the games makes the players adhere to the values introduced in the animations.