نوع مقاله : مقاله پژوهشی

نویسندگان

1 دانشجوی دکتری، گروه برنامه ریزی درسی، واحد علوم و تحقیقات، دانشگاه آزاد اسلامی، تهران، ایران.

2 عضو هیئت علمی، گروه برنامه ریزی درسی، واحد علوم و تحقیقات، دانشگاه آزاد اسلامی، تهران، ایران.

چکیده

این پژوهش با عنوان ارزیابی اثرگذاری طراحی بازی های رایانه ای بر اساس برنامه ریزی درسی تابا بر افزایش عوامل خلاقیت گیلفورد (اصالت و انعطاف پذیری) انجام شد. جامعه اماری تحقیق پیش رو متخصصان برنامه ریزی درسی، متخصصان روانشناسی تربیتی، متخصصان بازی های رایانه ای و معلمان پایه ششم بودند. حجم نمونه گرفته شده بر اساس جدول مورگان انتخاب شد که به صورت تصادفی از میان متخصصان برنامه ریزی درسی، معلمان پایه ششم،روانشناسان تربیتی و متخصصان بازی های رایانه ای گرفته شده بود. شیوه جمع اوری دادها با توجه به موضوع تحقیق از طریق مصاحبه با صاحبنظران و افراد متخصص در این حوزه نظر بود. پرسشنامه ای که بر اساس آن این چهارچوب درس بازی های رایانه ای بر اساس آن مورد ارزیابی متخصصان ذیربط قرار میگیرد دارای 34گویه است که توسط محقق طراحی شده است. برای تجزیه و تحلیل داده های فراهم شده از روش امار توصیفی و استنباطی استفاده شد. عمده ترین یافته تحقیق نشان میدهد که طراحی بازی های رایانه ای  مبتنی بر برنامه درسی تابا باعث افزایش عناصر انعطاف پذیری و اصالت میشود. با توجه به نتایج پژوهش، بازی های رایانه ای میتوانند بر جنبه های مختلف یادگیری و خلاقیت تاثیرگذار باشند و آنها را در جهت مثبت تقویت کنند همچنین تاثیر گذاری بازی های رایانه ای بر خلاقیت اثبات شد.

کلیدواژه‌ها

عنوان مقاله [English]

The effect of designing computer games based on Taba curriculum on increasing the factors of Guilford creativity

نویسندگان [English]

  • Keyvan Asa 1
  • Ezatullah Naderi 2
  • Maryam Seif Naraghi 2

1 PhD student, Department of Curriculum Planning, Science and Research Branch, Islamic Azad University, Tehran, Iran.

2 Faculty member, Department of Curriculum Planning, Science and Research Branch, Islamic Azad University, Tehran, Iran.

چکیده [English]

This study was conducted to evaluate the effectiveness of computer game design based on Taba curriculum planning on increasing the factors of Guilford creativity (originality and flexibility). The statistical population of the present study was curriculum specialists, educational psychologists, computer game specialists, and sixth grade teachers. The sample size was selected based on the Morgan table, which was randomly selected from curriculum specialists, sixth grade teachers, educational psychologists, and computer game specialists. The method of data collection according to the subject of research was through interviews with experts and experts in this field. The questionnaire based on which this computer game lesson framework is evaluated by relevant experts has 34 items designed by the researcher. Descriptive and inferential statistics were used to analyze the provided data. The main research findings show that the design of computer games based on the Taba curriculum increases the elements of flexibility and originality. According to the research results, computer games can affect various aspects of learning and creativity and strengthen them in a positive way. Also, the effect of computer games on creativity was proven.

کلیدواژه‌ها [English]

  • Curriculum Planning
  • Creativity
  • Flexibility
  • Originality
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