Document Type : Research Paper

Authors

1 M.A in Educational Technology,Allameh Tabataba’i University, Tehran, Iran

2 Assistant Professor, Educational Technology Dept., Allameh Tabataba’i University, Tehran, Iran

3 Associate Professor, Educational Technology Dept., Allameh Tabataba’i University, Tehran, Iran

Abstract

The purpose of this research was to design mobile learning based on the STEAM approach and to determine its effect on students' learning in sixth-grade mathematics. The research was applied as quantitative and quasi-experimental in the form of a pre-test and post-test design with a control group. The statistical population of the research was all sixth-grade students of Gorgan city in the academic year of 1402-1401. Using the available sampling method, 70 people were selected as a sample, and randomly 35 people were in the control group and 35 people were in the experimental group. became A researcher-made test used to collect the data. Covariance analysis was used to analyze quantitative data and test hypotheses. The findings indicate that the difference between the post-test scores in the two experimental and control groups in the year math course's learning levels (analysis, evaluation, and creation) is significant. Therefore, the design of mobile learning based on the STEAM approach affects the learning of sixth-grade elementary students in mathematics.

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