مجله توسعه آموزش جندی شاپور اهواز

مجله توسعه آموزش جندی شاپور اهواز

تبیین نقش بازی‌پردازی بر توسعه‌ی مهارت‌های تفکر خلاق و گرایش‌های پژوهشی در آموزش‌های مجازی دانشجویان علوم پزشکی شهر یزد در دوران پسا کرونا

نوع مقاله : مقاله پژوهشی

نویسندگان
1 عضو هیأت علمی، گروه مدیریت آموزشی و برنامه‌ریزی درسی، دانشکده علوم تربیتی و روانشناسی، دانشگاه شیراز، شیراز، ایران.
2 دانشجوی دکتری، گروه مدیریت آموزشی، دانشکده علوم تربیتی و روانشناسی،دانشگاه شیراز، شیراز، ایران.
3 عضو هیأت علمی، گروه علوم تربیتی و برنامه‌ریزی درسی، دانشکده روان‌شناسی و علوم تربیتی، دانشگاه فرهنگیان، پردیس نسیبه، تهران، ایران.
4 عضو هیأت علمی، گروه علوم تربیتی، دانشکدۀ علوم تربیتی و روان‌شناسی، دانشگاه پیام‌نور، زاهدان، ایران.
5 کارشناسی ارشد، گروه روان‌شناسی، دانشکده علوم تربیتی و روان‌شناسی، دانشگاه سیستان و بلوچستان، زاهدان، ایران.
10.22118/edc.2023.336314.2063
چکیده
زمینه و هدف: هدف از انجام پژوهش تبیین نقش بازی‌پردازی بر توسعه‌ی مهارت‌های تفکر خلاق و گرایش‌های پژوهشی در آموزش‌های مجازی دانشجویان علوم پزشکی یزد در دوران پساکرونا می‌باشد.
روش: پژوهش حاضر از نوع اثبات‌گرایانه و با رویکرد کمّی انجام شده است. همچنین این تحقیق از نوع طرح‌های توصیفی و از شاخه مطالعات میدانی بوده و به لحاظ رویکرد انجام تحقیق، پژوهشی کمّی می‌باشد. جامعه آماری پژوهش را کلیه دانشجویان دوره ابتدایی ناحیه یک شهر یزد در سال تحصیلی 1400 زوجی استفاده شد. تعداد 384 نفر با روش نمونه‌گیری تصادفی خوشه‌ای و با استفاده از فرمول کوکران به‌عنوان نمونه تحقیق تعیین شد. در این پژوهش به‌منظور گردآوری داده‌ها از دو روش کتابخانه‌ای و میدانی استفاده شده است. پرسشنامه این پژوهش شامل دو پرسشنامه استاندارد ارزیابی تفکر خلاق فردی از داول و ولچ و پرسشنامه استاندارد گرایش‌های پژوهشی و رشدحرفه‌ای اسدخانی است. جهت بررسی رابطه بین متغیرها و تجزیه و تحلیل داده‌ها نیز از آزمون t زوجی استفاده شد.
یافته‌ها: یافته‌ها نشان داد که میانگین نمره گرایش‌های پژوهشی دانشجویان در پیش آزمون 2/46 بود که در پس‌آزمون به 4/32 افزایش یافته است و این افزایش از نظر آماری نیز معنادار می‌باشد. همچنین میانگین نمره توسعه مهارت‌های تفکر خلاق دانشجویان علوم پزشکی در آموزش مجازی در پیش‌آزمون 2/65 بود که در پس‌آزمون به 4/01 افزایش یافته است و این افزایش از نظر آماری نیز معنادار می‌باشد.
نتیجه‌گیری: بر اساس نتایج پژوهش حاضر استفاده از روش‌های نوین آموزشی و بازی‌وارسازی کردن محیط یادگیری منجر‌به افزایش گرایش‌های پژوهشی و تفکر خلاق دانشجویان دانشگاه علوم پزشکی شهید صدوقی شهر یزد شده به‌طوری که آن‌ها در فضای کلاس درس مجازی نیز علاقه‌مندی زیادی به تحقیق و پژوهش نشان دادند.

تازه های تحقیق

PubMed Google Scholar Maryam Shafiei Sarvestani
PubMed Google Scholar Narges Mirani Sargazi 
PubMed Google Scholar Akram Hafezi
PubMed Google Scholar Ahmad Mirgol
PubMed Google Scholar Mohaddeseh Jami

 

کلیدواژه‌ها

عنوان مقاله English

Explaining the Role of Gaming on the Development of Creative Thinking Skills and Research Tendencies in the Virtual Education of Medical Students in Yazd in the Post-Corona Era

نویسندگان English

Maryam Shfiei Sarvestani 1
Narges Mirani Sargazi 2
Akram Hafezi 3
Ahmad Mirgol 4
Mohadeseh Jami 5
1 Faculty Member, Department of Educational Management and Curriculum Planning, Faculty of Educational Sciences and Psychology, Shiraz University, Shiraz, Iran.
2 Ph.D Student, Department of Educational Management, Faculty of Educational Sciences and Psychology, Shiraz University, Shiraz, Iran.
3 Faculty Member, Department of Educational Sciences and Curriculum Planning, Faculty of Psychology and Educational Sciences, Farhangian University, Nasibeh Campus, Tehran, Iran.
4 Faculty Member, Department of Educational Sciences, Faculty of Educational Sciences and Psychology, Payam Noor University, Zahedan, Iran.
5 Master's Degree, Department of Psychology, Faculty of Educational Sciences and Psychology, University of Sistan and Baluchestan, Zahedan, Iran.
چکیده English

Introduction: The purpose of the research is to explain the impact of gaming on the development of creative thinking skills and research tendencies in the virtual education of medical students in Yazd during the post-corona era.
Methods: The current research follows a positivist approach and has been conducted using a quantitative methodology. It is a descriptive study and a branch of field research. The statistical population consists of all elementary school students from District 1 of Yazd city in the academic year 2021-2022. A sample size of 384 participants was determined using cluster random sampling and Cochran's formula. The data collection methods include library research and field studies. The research questionnaire incorporates two standard questionnaires: one for evaluating individual creative thinking by Dowell and Welch, and another for assessing research tendencies and professional development by Asadkhani. Paired t-tests were employed to examine the relationship between variables and analyze the data.
Results: The findings indicate that the average score of students' research tendencies in the pre-test was 2.46, which increased to 4.32 in the post-test. This increase is statistically significant. Similarly, the average score of developing creative thinking skills among medical students in virtual education was 2.65 in the pre-test, which rose to 4.01 in the post-test. This increase is also statistically significant.
Conclusion: Based on the results of the current research, the use of new educational methods and gamification of the learning environment has led to an increase in the research tendencies and creative thinking of medical students. The students showed a strong interest in the virtual classroom environment and demonstrated a positive attitude towards research and exploration.

کلیدواژه‌ها English

Playmaking
Creative Thinking Skills
Virtual Education
Medical Students
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