عنوان مقاله [English]
نویسنده [English]چکیده [English]
The aim of this study was to explore the effect of computer-based puzzle game on increasing the students' speed, accuracy, learning and stability of learning mathematics. The research method was quasi-experimental. The statistical population of the study were all male students of the first year of high school in Salmas city with 7560 students who were studying in the academic year of 2016-2017. the statistical samples were selected in several steps, in which first, the school was selected using the cluster sampling method, then, in this school, the students of two classes randomly were selected as experimental and control groups (25 in the experimental group and 25 in the control group). To teach mathematics, the experimental group used the "Ocean Express" computer-based puzzle game and the control group used the conventional teaching method. Data collection was done in two stages before and after training. To collect the data, Toulouse-Pyron (1986) accuracy and speed test, mathematical learning and stability of learning mathematics which were a researcher-made questionnaire, were used. The results showed that computer puzzle games had a significant effect on increasing the speed and accuracy in performing mathematical calculations in the experimental group compared to the control group, while the effect of computer-based games on mathematical learning and math learning stability was not significant. Due to the effect of computer-based games on the speed and accuracy of learning mathematics in this study, in was suggested that teachers and educators can use computer-based games along with classroom teaching of mathematics.