با همکاری مشترک دانشگاه پیام نور و انجمن روانشناسی تربیتی ایران

نوع مقاله : پژوهشی

نویسندگان

1 عضو هیات علمی دانشگاه پیام نور

2 دانشیار، گروه علوم تربیتی، دانشگاه پیام نور

3 استاد، گروه علوم تربیتی، دانشگاه پیام نور

4 استادیار، گروه علوم تربیتی ،دانشگاه پیام نور

چکیده

پژوهش حاضر با هدف ارائۀ مدل علی یادگیری ادراک شده مبتنی بر بازی‌های دیجیتال در میان دانش‌آموزان دوره دوم متوسطۀ شهر شیراز در سال تحصیلی 97-96 به روش تحلیل مسیر انجام شده است. برای این منظور 600 نفر از دانش‌آموزان به روش نمونه‌گیری خوشه‌ای چند مرحله‌ای انتخاب شدند و به ترکیبی از پرسش‌نامه‌های نیاز به شناخت کاچیو پو و پتی (1982)، جهت‌گیری هدف وندوال و دیگران (2001)، هیجانات پکران و همکاران (2005)، جریان ذاتی یادگیری جکسون وایکلود (2008) ویرایش دوم، غوطه‌وری و عمیق شدن براون و فور (2010) و یادگیری ادراک شده رووال (2009) پاسخ دادند. نتایج پژوهش به شکل کلی نشان داد که، نیاز به شناخت با واسطه‌گری جهت‌گیری هدف، جریان ذاتی، غوطه‌وری و هیجانات بر یادگیری ادراک شده اثر غیر مستقیم دارد؛ همچنین جهت‌گیری هدف با واسطۀ هیجانات و جریان بر یادگیری ادراک شده، غوطه‌وری و عمیق شدن و نیاز به شناخت از طریق واسطه‌گری هیجانات، غوطه‌وری و جریان بر عمیق شدن و فرو رفتن دارای اثر غیر مستقیم و متغیر جریان با واسطه هیجانات بر یادگیری ادراک شده، غوطه‌وری و عمیق شدن اثر غیر مستقیم دارد. همچنین نتایج نشان داد که میزان واریانس تبیین شدۀ یادگیری ادراک شده در مدل برازش شده 42% است.

کلیدواژه‌ها

عنوان مقاله [English]

Providing a Causal Model of Perceived Learning on the Basis of Digital Games

نویسندگان [English]

  • somayeh negahdari 1
  • Mohammad Hasan Seif 2
  • Mehran Farajilahi 3
  • Ahmad Rastegar 4

1 phd student

2 Associate Professor, Department of Educational Scince, Payame Noor Univercity

3 Professor, Department of Educational Science, Payame Noor University

4 Assistant Professor, Department of Educational Since, Payame Noor University

چکیده [English]

The main purpose of this study was to provide a causal model of perceived learning based on digital games
among students of Secondary School in Shiraz in the academic year of 97-96 through path analysis. For this purpose, 600 students were selected by multi-stage cluster sampling method and a combination of questionnaires included recognition of Kaciopo and Petit (1982), Vandal and others (2001), Peckrun and colleagues' excitement (2005), the intrinsic flow of learning by Jackson-Wicked (2008) the second edition, the immersion of Brown and Forer (2010) and perceived learning by Rewell (2009) was used as an instrument for collecting data. The results of the study in general showed that the need for cognition by mediating the goal orientation, intrinsic flow, immersion and emotions has an indirect effect on perceived learning. Also,goal orientation through the excitement and flow has an indirect effect on perceived learning, immersion, and the need for cognition through the mediating emotions, immersion and flow on emersion and emotion variable by mediating emotions has also an indirect effect on perceived learning and immersion. The results also showed that the determined degree of variance in perceived learning in the fitted validated model was 42%.

کلیدواژه‌ها [English]

  • Perceived Emotion
  • Goal Orientation
  • Need for Cogni-tion
  • Intrinsic Flow
  • Immersion
  • Emersion
  • Perceived learning
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