Educational Development of Judishapur

Educational Development of Judishapur

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

Document Type : Original Article

Authors
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.
10.22118/edc.2023.336314.2063
Abstract
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.

Highlights

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

 

Keywords

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