تأثیر بازی‌های رایانه‌ای آموزشی بر مهارت‌های فراشناختی دانش‌آموزان در درس زیست‌شناسی

نوع مقاله: مقاله پژوهشی

نویسندگان

1 استادیار گروه تکنولوژی آموزشی، دانشگاه علامه طباطبائی، تهران، ایران

2 کارشناس ارشد تکنولوژی آموزشی، واحد الکترونیکی، دانشگاه آزاد اسلامی، تهران، ایران

3 دانشیار گروه تکنولوژی آموزشی، دانشگاه علامه طباطبائی، تهران، ایران

چکیده

هدف از انجام این پژوهش، بررسی تأثیر بازی­ های رایانه­ ای آموزشی بر مهارت­های فراشناخت دانش ­آموزان پایه دهم در درس زیست شناسی است. با توجه به این هدف، فرضیه­ های پژوهش پیرامون تأثیر بازی­ های رایانه­ ای آموزشی بر برخی مؤلفه­ های فراشناخت شامل؛ انگیزش یادگیری، یادگیری خودتنظیم و تقویت فراحافظه دانش­آموزان مورد بررسی قرار گرفت. جامعه آماری پژوهش، کلیه دانش ­آموزان پسر پایه دهم در رشته علوم تجربی در سال تحصیلی 96 -1395 در مدارس ناحیه یک شهر قم در مقطع متوسطه دوم بودند. به روش نمونه‌گیری در دسترس، دانش­آموزان یکی از دبیرستان­ های نمونه دولتی به‌عنوان نمونه ­های پژوهش انتخاب شد. پژوهش حاضر از نظر هدف کاربردی و به لحاظ روش، شبه آزمایشی محسوب می‌‎شود که با روش پیش‌آزمون- پس ­آزمون با دو گروه کنترل و آزمایش انجام شده است. در مورد هر سه فرضیه مطرح شده در پژوهش حاضر، به دلیل وجود پیش‌آزمون و گروه کنترل، از آزمون کوواریانس به همراه آزمون کلموگروف اسمیرنوف و هم‎چنین، آزمون لوین استفاده شد. نتایج حاصل نشان داد که بازی­ های رایانه‌ای آموزشی، علاوه بر این‎که‌‎ بر انگیزش یادگیری و یادگیری خودتنظیم به عنوان مؤلفه­ های فراشناخت دانش­ آموزان تأثیر مثبت داشته، باعث تقویت فراحافظه آنها نیز می‌‎شود

کلیدواژه‌ها

موضوعات


عنوان مقاله [English]

The Effect of Educational Computer Games on the Metacognitive Skills of Students in Biology

نویسندگان [English]

  • Mahdi Vahedi 1
  • Mohammad Javad Karami 2
  • Esmaeil Zareii Zavaraki 3
1 Assistant Professor, Department of Educational Technology, Allameh Tabataba’i University, Tehran, Iran
2 M.A. in Educational Technology, Electronic Branch, Islamic Azad University, Tehran, Iran
3 Associate Professor, Department of Educational Technology, Allameh Tabataba’i University, Tehran, Iran
چکیده [English]

The aim of this study was to investigate the effect of educational computer games on the metacognitive skills of the 10th grade students in Biology. Regarding this goal, research hypotheses about the effect of educational computer games on some metacognitive components including learning motivation, self-regulation learning and student's meta-memory were studied. The statistical population of the study was all male students of the 10th grade in the field of empirical sciences in school year 2016-17, in secondary schools in Qom, District 1. Students of one of the state-run high schools were selected as sample by available sampling method. The present study is applied in terms of its purpose and quasi-experimental in terms of its method. The pretest-posttest method was performed with two groups of control and experiment. For all three hypotheses in this study, covariance test with Kolmogorov-Smirnov test and Levene test were used for pretest and control group. The results showed that educational computer games, besides that had a positive effect on learning motivation and self-regulation learning as the meta-cognitive components of students, they also strengthen their meta-memory.

کلیدواژه‌ها [English]

  • educational computer games
  • metacognition
  • Motivation
  • self-regulation learning
  • meta-memory
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