اثربخشی بازی‌ جورچین رایانه‌ای بر دقت، سرعت، یادگیری و پایداری یادگیری ریاضی دانش آموزان دوره اول متوسطه شهرستان سلماس

نوع مقاله : مقاله پژوهشی

نویسنده

استادیار گروه علوم تربیتی، دانشگاه آزاد اسلامی، واحد ارومیه، ارومیه، ایران

چکیده

پژوهش حاضر باهدف بررسی تأثیر بازی‌ جورچین رایانه‌ای بر افزایش سرعت، دقت، یادگیری ریاضی و پایداری یادگیری ریاضی دانش آموزان انجام گردید. روش تحقیق نیمه آزمایشی است. جامعه آماری پژوهش را کلیه دانش آموزان پسر دوره اول متوسطه مدارس دولتی شهرستان سلماس به تعداد 7560 بودند که در سال تحصیلی 96 - 1395 به تحصیل اشتغال داشتند. برای گزینش نمونه آماری ابتدا با استفاده از روش نمونه‌گیری خوشه‌ای یک مدرسه انتخاب، سپس دانش آموزان دو کلاس از این مدرسه به صورت تصادفی ساده در گروه‌های آزمایشی و کنترل قرار گرفتند(25 نفر گروه آزمایش و 25 نفر گروه کنترل). برای آموزش درس ریاضیات، به گروه آزمایشی از بازی جورچین رایانه‌ای «Ocean Express» و برای گروه گواه از روش تدریس سنتی استفاده گردید. جمع‌آوری اطلاعات در دو مرحله‌ی قبل و بعد از آموزش انجام گرفت. برای گردآوری داده‌ها نیز از آزمون دقت تولوز- پیرون (1986) و آزمون سرعت، یادگیری ریاضی و پایداری یادگیری ریاضی محقق ساخته استفاده شد. نتایج تحقیق نشان داد که بازی‌های جورچین رایانه‌ای اثر معناداری برافزایش سرعت و دقت در انجام محاسبات ریاضی گروه آزمایشی در مقایسه با گروه گواه داشته است، درحالی‌که اثر بازی رایانه‌ای بر یادگیری ریاضی و پایداری یادگیری ریاضی معنی‌دار نبود. با توجه به تأثیر بازی‌های رایانه‌ای بر سرعت و دقت یادگیری ریاضی در این تحقیق، معلمان و متصدیان آموزش می‌توانند از بازی‌های کامپیوتری در کنار آموزش کلاسی درس ریاضی استفاده کنند.

کلیدواژه‌ها


عنوان مقاله [English]

The Effectiveness of computer-based puzzle game on the Accuracy, Speed, Learning and stability of learning mathematics among secondary school students in the Salmas city

نویسنده [English]

  • Javad Keyhan
Department of Educational Sciences, Urmia Branch, Islamic Azad University, Urmia, Iran
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.

کلیدواژه‌ها [English]

  • computer-based puzzle game
  • math Accuracy
  • math Speed
  • Math Learning
  • math Learning Sustainability
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