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اثربخشی بازیسازی رایانهای بر انگیزه و خودکارآمدی ریاضی دانشآموزان ابتدایی | ||
| فناوری و دانش پژوهی در تعلیم و تربیت | ||
| دوره 5، شماره 4 - شماره پیاپی 18، دی 1404، صفحه 67-80 اصل مقاله (779.86 K) | ||
| نوع مقاله: مقاله پژوهشی | ||
| شناسه دیجیتال (DOI): 10.30473/t-edu.2025.75085.1298 | ||
| نویسندگان | ||
| زبیر صمیمی* 1؛ مهدیه قاضی2 | ||
| 1استادیار، گروه روانشناسی و تکنولوژی آموزشی، دانشگاه بین المللی چابهار، چابهار، ایران. | ||
| 2کارشناسی ارشد رشته تکنولوژی آموزشی، دانشگاه بین المللی چابهار، چابهار، ایران. | ||
| چکیده | ||
| هدف این پژوهش بررسی اثربخشی بازیسازی رایانهای بر انگیزه و خودکارآمدی ریاضی دانشآموزان ابتدایی بود. روش پژوهش حاضر شبه تجربی با طرح پیش آزمون-پس آزمون با گروه کنترل بود و جامعه آماری آن را تمامی دانش آموزان دختر پایه ششم ابتدایی شهرستان فنوج در سال تحصیلی 1404-1403 تشکیل دادند که از بین آنها تعداد 30 نفر به روش نمونهگیری در دسترس به عنوان نمونه پژوهش انتخاب شدند و به صورت تصادفی در دو گروه آزمایش (15 نفر) و کنترل (15 نفر) جایدهی شدند. پس از انجام پیش آزمون، بازیسازی رایانهای طی 12 جلسه 60 دقیقهای (یک بار در هفته) برای گروه آزمایش اجرا شد. همه شرکت کنندکان قبل و پس از آموزش براساس انگیزه یادگیری ریاضی نعمتی و نوری (1388) و پرسشنامه خودکارآمدی ریاضی لیو و کویرالا (2009) مورد ارزیابی قرار گرفتند. دادهها با استفاده از آمار توصیفی و روش تحلیل کوواریانس تک متغیری در نرم افزار SPSS-27 تحلیل شدند. نتایج نشان داد که تفاوت معنیداری بین دو گروه آزمایش و کنترل در مرحله پس آزمون در ارتقا انگیزه ریاضی و خودکارآمدی ریاضی وجود داشت (001/0p<) و آزمودنیهای گروه آزمایش در مقایسه با گروه کنترل در مرحله پس آزمون از انگیزه ریاضی و خودکارآمدی ریاضی بالاتری در مقایسه با گروه کنترل برخوردار بودند. براساس نتایج پژوهش حاضر، بازیسازی رایانهای تاثیر مثبتی بر انگیزه و خودکارآمدی ریاضی دانشآموزان دارد و میتوان از این شیوه آموزشی برای بهبود انگیزه و خودکارآمدی ریاضی استفاده کرد. | ||
| کلیدواژهها | ||
| انگیزه ریاضی؛ خودکارآمدی ریاضی؛ بازیسازی | ||
| عنوان مقاله [English] | ||
| Evaluation of the Effectiveness of Computer-Based Gamification on Motivation and Mathematical Self-Efficacy among Elementary School Students | ||
| نویسندگان [English] | ||
| Zobair Samimi1؛ Mahdieh Ghazi2 | ||
| 1Assistant Professor, Department of Psychology and Educational Technology, Chabahar International University, Chabahar, Iran. | ||
| 2M.A. in Educational Science, International University of Chabahar, Chabahar, Iran | ||
| چکیده [English] | ||
| The purpose of this study was to investigate the effectiveness of computer-based gamification on motivation and mathematical self-efficacy among elementary school students. This quasi-experimental research employed a pretest-posttest control group design. The statistical population consisted of all sixth-grade female students in Fanouj County during the 2024–2025 academic year. From this population, 30 students were selected through convenience sampling and were randomly assigned to experimental (n = 15) and control (n = 15) groups. After administering the pretest, the experimental group received computer-based gamification over twelve 60-minute sessions (once per week). All participants were assessed before and after the intervention using the Mathematics Learning Motivation Questionnaire (Ne’mati & Nouri, 2009) and the Mathematics Self-Efficacy Questionnaire (Liu & Koirala, 2009). Data were analyzed using descriptive statistics and univariate analysis of covariance (ANCOVA) with SPSS-27 software. The results indicated a significant difference between the experimental and control groups in the posttest stage regarding mathematical motivation and self-efficacy (P<0.001). Participants in the experimental group showed higher levels of mathematical motivation and self-efficacy compared to the control group. Based on these findings, computer-based gamification has a positive impact on improving students' mathematical motivation and self-efficacy, suggesting its potential as an effective educational approach for enhancing these outcomes. | ||
| کلیدواژهها [English] | ||
| Mathematical Motivation, Mathematical Self-Efficacy, Gamification | ||
| مراجع | ||
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