Document Type : Research Paper
Authors
1 Islamic Azad University
2 Educational technology. kharazmi University.tehran.iran
Abstract
The purpose of this research is to investigate the effect of using digital educational games (multi-user and single-user) on the speed of information processing and the transfer of learning mathematics in fourth grade female students.
The current research method is a quasi-experiment with a pre-test-post-test design with a control group. For this purpose, the processing speed test (ZVT) and the mathematical researcher-made test were performed on all three groups of students to measure learning transfer. The experimental groups each played one of the educational game Penguin Jump and the educational game Tricks Workout Math for eight one-hour sessions. The difference between the two groups The test is based on the characteristics and type of selected games, so that one of the test groups is the educational game Penguin Jump, which is a multi-user game (human-to-human interaction) that is used online; for the second test group, the educational game Tricks Workout Math, which is a single-user game (human-to-human interaction). computer) and is used offline was presented.
Results: The F ratio of analysis of covariance was obtained for learning transfer (P<0.05 and F=19.03) and for information processing speed (P<0.05 and F=8.28). These findings show that there is a significant difference in dependent variables including information processing speed, transfer of learning between test groups and testing. Conclusion: The results showed that both digital educational games (single-user and multi-user) have been effective in improving the speed of information processing and transfer of learning mathematics in fourth grade female students.
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