sara baniamerian; salah esmaeeli gojar
Abstract
Gamification is an innovative approach that aims to increase user interaction and motivation and provide sustainable experiences. This approach has recently become widespread and is an approach that is used in many fields. The present article has been conducted with the aim of investigating the effect ...
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Gamification is an innovative approach that aims to increase user interaction and motivation and provide sustainable experiences. This approach has recently become widespread and is an approach that is used in many fields. The present article has been conducted with the aim of investigating the effect of gamification on learning, identifying important elements in gamification, and the design and composition approach of the elements. This article uses a systematic review that uses document and content analysis. Based on the findings of this study in research studies, the effect of this approach on learning has been reported positive and also the elements used in most studies are the same, the most important of which include feedback, score, time, ranking, competition, participation, progress bar, badge, Rewards, challenges, guides, warning signals, and missions. In the field of design and composition of these elements, a comprehensive view is emphasized, which means that the use of limited elements in the game of warfare will not have a positive effect, and it is better to use a set of these elements in the design of the game of warfare.
روانشناسی یادگیری
salah esmaeeli gojar; saeid poorrostaei ardakani
Abstract
This study was aimed to investigate the effect of online multi-user educational computer games as one of the new methods of teaching on social skills and cognitive abilities. The research method was pre-test and post-test design with control group. The statistical population consisted of all students ...
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This study was aimed to investigate the effect of online multi-user educational computer games as one of the new methods of teaching on social skills and cognitive abilities. The research method was pre-test and post-test design with control group. The statistical population consisted of all students of elementary school in Uremia which was selected using purposeful sampling of Nowshan School and Among the students of this school, the fourth elementary school was selected and divided into control and experimental groups, so that 15 subjects were in the experimental group and 15 in the control group. Social skills and cognitive skills questionnaire was used to collect data. SPSS software was used to analyze the data. The results showed that the use of multi-user educational computer games on social skills and cognitive ability of students significantly (cognitive ability (F = 181/10) and social skills (F = 156/001)) is more effective than the usual method.