Intelligent Knowledge Exploration and Processing

Intelligent Knowledge Exploration and Processing

Investigating The Effectiveness Of Electronic Educational Games On Learning And Creativity (Case Study: Elementary School Students Of the 5th District Of Mashhad)

Document Type : Original Article

Authors
Sanabad Golbahar Institute of Higher Education
Abstract
The present study was conducted with the aim of investigating the effectiveness of electronic educational games on learning and creativity (case study: elementary school students of District 5 of Mashhad). This research was a semi-experimental type with a pre-test-post-test design with a control group. The statistical population of this research was made up of all elementary school students of the 5th district of Mashhad in the academic year of 1403. Using the available non-random sampling method, 30 people were selected and placed in two experimental and control groups by a simple random method. Research tools include the learning questionnaires of Najafinejad et al. (1400); Creativity Farmer et al. (2003); and the electronic educational games program was Amory (2007). The data were analyzed using covariance analysis and by Spss statistical software version 24. The results of data analysis showed that there is a significant difference between the two research groups in the post-test stage in terms of the average learning and creativity variables (P<0.001) and the volume of the intervention effect for the learning variable is 0.92, and for the creativity variable is 0.92 It was 0.91. According to the results, it is suggested that electronic educational games be considered as a useful educational program for students due to its effectiveness and the lack of expensive facilities and devices.
Keywords

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