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تأثیر بازی رایانهای آموزشی بر توجه پایدار دانش آموزان با ناتوانی یادگیری | ||
| فناوری و دانش پژوهی در تعلیم و تربیت | ||
| دوره 5، شماره 1 - شماره پیاپی 15، فروردین 1404، صفحه 111-127 اصل مقاله (761.24 K) | ||
| نوع مقاله: مقاله پژوهشی | ||
| شناسه دیجیتال (DOI): 10.30473/t-edu.2025.74086.1261 | ||
| نویسندگان | ||
| سعید محقق زاده1؛ زهرا جامه بزرگ* 2؛ فاطمه جعفرخانی3 | ||
| 1کارشناس ارشد تکنولوژی آموزشی، دانشکده روانشناسی و علوم تربیتی، دانشگاه علامه طباطبایی، تهران، ایران | ||
| 2دانشیار تکنولوژی آموزشی، دانشکده روانشناسی و علوم تربیتی، دانشگاه علامه طباطبایی، تهران، ایران. | ||
| 3دانشیار تکنولوژی آموزشی، دانشکده روانشناسی و علوم تربیتی، دانشگاه علامه طباطبایی، تهران، ایران | ||
| چکیده | ||
| ناتوانی های یادگیری در هر سنی می تواند موفقیت و پیشرفت تحصیلی را به طور قابل توجهی تحت تاثیر قرار دهد. پژوهش حاضر با هدف بررسی تأثیر بازی رایانهای آموزشی بر توجه پایدار دانش آموزان با ناتوانی یادگیری انجام شد. پژوهش حاضر از لحاظ هدف جزء پژوهش های کاربردی و از لحاظ روش از نوع مطالعات شبه آزمایشی است. جامعۀ پژوهش را کلیه دانش آموزان دارای ناتوانی یادگیری شهرتهران در سال 1402تشکیل دادند که از بین آنها به صورت در دسترس 30 نفر به عنوان نمونه انتخاب شدند. ابزارهای این پژوهش شامل پرسشنامه آزمون عملکرد پیوسته بود. روش تحلیل این پژوهش، تحلیل کووارایانس که با استفاده از آن تاثیر متغیر بازی رایانه ای بر توجه پایدار دانش آموزان با ناتوانی یادگیری تحلیل شد. نتایج نشان داد که بین میانگین نمرات پس آزمون گروه آزمایش با پس آزمون گروه کنترل، پس از کنترل تفاوت های اولیه در پیش آزمون در توجه پایدار کودکان تفاوت معنادار (01/0p<) مشاهده شد. از طرفی، در آماره های توصیفی، میانگین نمرات توجه پایدار کودکان در پیش آزمون (47/144) در پس آزمون گروه آزمایش افزایش یافته بود (20/148). از لحاظ کاربردی با توجه به اثر بخش بودن بازی های رایانه ای بر توجه پایدار به عنوان یک راهبرد اساسی برای کلیه دانش آموزان به ویژه دانش آموزان دارای ناتوانی یادگیری توصیه می شود. | ||
| کلیدواژهها | ||
| بازی های رایانه ای؛ ناتوانی یادگیری؛ توجه پایدار | ||
| عنوان مقاله [English] | ||
| The effect of an educational computer game on sustained attention of students with learning disabilities | ||
| نویسندگان [English] | ||
| Saeed Mohaghegh Zadeh1؛ Zahra Jamebozorg2؛ Fatemeh Jafarkhani3 | ||
| 1Master of Educational Technology, Faculty of Psychology and Educational Sciences, Allameh tabataba'i University, Tehran, Iran. | ||
| 2Associate Professor of Educational Technology, Faculty of Psychology and Educational, Allameh tabataba'i University, Tehran, Iran | ||
| 3Associate Professor of Educational Technology, Faculty of Psychology and Educational, Allameh tabataba'i University, Tehran, Iran | ||
| چکیده [English] | ||
| 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. | ||
| کلیدواژهها [English] | ||
| Computer games, Learning disability, Sustained attention | ||
| مراجع | ||
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آمار تعداد مشاهده مقاله: 366 تعداد دریافت فایل اصل مقاله: 137 |
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