اثربخشی توانبخشی شناختی به روش گیمیفیکیشن در توجه پایدار دانش آموزان پایه اول ابتدایی

نویسندگان
دانشگاه تربیت دبیر شهید رجایی
چکیده
پژوهش حاضر، با هدف بررسی اثربخشی گیمیفیکیشن در توجه پایدار دانش آموزان پایه اول ابتدایی انجام گردید. این پژوهش به شیوه نیمه آزمایشی و با طرح پیش آزمون-پس آزمون با گروه کنترل صورت گرفت. جامعه آماری ،دانش آموزان دخترپایه اول ابتدایی شهرستان حسن آباد فشافویه است که بر اساس نمونه گیری تصادفی ۳۰ دانش آموز انتخاب و براساس نمره هوش در دو گروه آزمایش و کنترل همتاسازی شدند. دانش آموزان گروه آزمایش، طی ۱۲جلسه‌ی ۴۵ دقیقه‌ای مفاهیم مرتبط با توجه پایدار را به کمک گیمیفیکیشن آموزش دیدند. ابزار پژوهش شامل تست ریون کودکان (۱۹۶۲)، آزمون عملکرد پیوسته (۱۹۶۵) بود. برای تجزیه و تحلیل داده‌ها از آزمون تحلیل کوواریانس استفاده شد. نتایج بر اساس آمارهای توصیفی و استنباطی نشان داد که آموزش به کمک گیمیفیکیشن، توجه پایداردانش آموزان پایه اول ابتدایی را با اندازه‌ی اثر ۵۴/۰ به طور معناداری افزایش میدهد (۰۱/۰p<).



کلیدواژه‌ها

عنوان مقاله English

Effectiveness of cognitive rehabilitation by gamification method in sustained attention of primary school students

نویسندگان English

فریده حمیدی
Farideh Hamidi
Shahid Rajaee University
چکیده English

Abstract

The aim of the current research is to determine the effectiveness of cognitive rehabilitation by help of gamification in sustained attention of first grade elementary school students, which was conducted in a quasi-experimental manner with a pretest-posttest design with a control group. The statistical population is the first grade female students of Hasan Abad Fashafuye city, who were selected based on random sampling of two-stage clusters of 30 students and were matched in two experimental and control groups based on intelligence scores. During 15 session of 45-minutes, the students of the experimental group were trained and reviewed the concepts related to sustained attention with the help of gamification: while in the control group, was not used. The research tools included children’s Raven test (1962),& continuous performance test (1965). Data analysis was done using descriptive and inferential statistics, at the level of descriptive statistics, indicators such as frequency, mean, and standard deviation were used, and at the level of inferential statistics, the multivariate covariance analysis test was used. The results, based on descriptive and inferential statistics, showed that cognitive rehabilitation with the help of gamification improves the sustained attention, with Cronbachs alpha of 0.54 (p<0/01).

کلیدواژه‌ها English

Keywords: cognitive rehabilitation
sustained attention
gamification
primary school student
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