اثربخشی بازیهای آموزشی رایانهای بر پیشرفت تحصیلی و نگرش به یادگیری درس علوم
محورهای موضوعی : پژوهش در برنامه ریزی درسیاسماعیل عظیمی 1 , رضا جعفری هرندی 2 , سعید موسوی پور 3
1 - 1کارشناس ارشد آموزش و پرورش
2 - 2استادیار گروه علوم تربیتی، دانشگاه قم، قم، ایران
3 - 3استادیار گروه علوم تربیتی، دانشگاه اراک، اراک، ایران
کلید واژه: آموزش علوم, نگرش به یادگیری درس علوم, بازیهای آموزشی رایانهای, پیشرفت تحصیلی,
چکیده مقاله :
هدف از این پژوهش، بررسی اثر بخشی بازیهای آموزشی رایانهای بر پیشرفت تحصیلی و نگرش دانشآموزان به یادگیری درس علوم در پایه چهارم ابتدایی شهر اراک بود. طرح پژوهش، طرح دوگروهی با پیشآزمون و پسآزمون و روش پژوهش، نیمه آزمایشی بود. جامعه آماری پژوهش شامل دانشآموزان پایه چهارم ابتدایی مدارس شهر اراک در سال تحصیلی 91 ـ 1390 به تعداد 1836 نفر بود. با روش نمونهگیری تصادفی مرحلهای،40 دانشآموز انتخاب و از این تعداد 20 نفر در گروه آزمایش و 20 نفر در گروه کنترل جایگزین شدند. 10 موضوع از درس علوم چهارم ابتدایی انتخاب و به صورت بازیهای آموزشی رایانهای تولید شد. گروه آزمایش، بازیهای آموزشی رایانهای را انجام دادند و گروه کنترل با روش سنتی آموزش دیدند. در این پژوهش، برای گردآوری دادهها از آزمون پیشرفت تحصیلی و مقیاس نگرش به یادگیری درس علوم استفاده شد. ضریب پایایی به دست آمده برای آزمون پیشرفت تحصیلی 80/0 و برای مقیاس نگرش به یادگیری درس علوم 77/0 بود. جهت تحلیل دادهها تحلیل کوواریانس مورد استفاده قرار گرفت. نتایج نشان داد که دانشآموزانی که بازیهای آموزشی رایانهای را انجام دادند، به صورت معناداری پیشرفت تحصیلی و نگرش به یادگیری بالاتری نسبت به دانشآموزانی که به روش سنتی آموزش دیدند، داشتند (001/0P < ). بنابراین استفاده از بازیهای آموزشی رایانهای در آموزش علوم توصیه میشود.
The goal of the present study is to investigate the effectiveness of instructional computer games on academic achievement and attitude of forth grade students towards science learning in the city of Arak. The method being used in this research is semi-experimental research method and the research pattern is of two group pattern with pre-test and post-test. The statistical population is of 1836 students in the fourth grade of primary schools in Arak city during academic year of 1390-91. Based on random stratified sampling method Forty students are selected 20 of them being placed in the experimental group and 20 in the control group. Thus, 10 topics are selected from the 4th grade science book and computer games are produced out of those topics. The experimental group played those instructional computer games and the control group was taught based on the traditional method. Data collection was conducted through educational improvement test and attitude scale towards learning science by Akpinar et al. Reliability coefficient was computed for educational improvement test as 0.8 and for attitude towards science as 0.77. ANCOVA was utilized to analyze the data. Results suggest that those students playing instructional computer games significantly had better academic achievement and better attitude towards science learning than students who were trained through traditional method , P < 0/001. Therefore, the use of instructional computer game is recommended in teaching science.
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