Hoda Musavi; Farhad Seraji
Abstract
In the last two decades with quantitative growth of "Serious Games", their quality also have been considered by researchers, designers, audiences, teachers and administrators. The quality of these games in addition to storytelling, graphics and technology depend on applying educational principles so ...
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In the last two decades with quantitative growth of "Serious Games", their quality also have been considered by researchers, designers, audiences, teachers and administrators. The quality of these games in addition to storytelling, graphics and technology depend on applying educational principles so that the games can lead the gamers to obtain educational goals while preparing a fun and motivational environment. The aim of this study is determination of quality evaluation "serious game" indicators based on constructive learning principles and evaluating six selected game with this indicator. In order to determine the "serious game" quality evaluation indicators, 30 educational game experts participated in check list completion and signed 29 items around four factors including interaction, problem solving, active learning and discovery. Six popular games were selected and analyzed by six educational technology experts and six ICT experts. The results show that in these games, the average of 136 interactions, 139 problem solving, 89 active learning and 82 discovery situations have been provided. Also Shannon entropy indicated that discovery indicator with .0999 information bar and 0.572 importance coefficient has the most emphasized and active learning indicator with 1 information weight and 0/087 importance coefficient has less emphasized.
farhad seraji; saeed sharifi rahnamo; Ashab Habibzadeh
Abstract
The purpose of this study was to identify the motives of secondary school boy students in Hamadan in using social networking networks. This research was carried out using a hybrid approach and exploratory design. In the qualitative section, a semi-structured interview was conducted using a phenomenological ...
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The purpose of this study was to identify the motives of secondary school boy students in Hamadan in using social networking networks. This research was carried out using a hybrid approach and exploratory design. In the qualitative section, a semi-structured interview was conducted using a phenomenological method with twenty students selected using snowball sampling method. The interview questions focused on the motivations and causes of using teenagers from social networks, which was analyzed using the Smith Five-Step Method. Then, in order to extend the scope of the findings through descriptive and survey method, a researcher-made questionnaire of 22 questions was distributed among 300 male secondary school students. Validity of the questionnaire was calculated using the views of seven experts in the field of cyberspace and its reliability was calculated by calculating the Cronbach's alpha of r = 0.88. The findings suggest that students use new social media for new information, entertainment and entertainment, communication and interaction with others, and self-expression. In the meantime, access to new information is the most important motive for adolescent use and self-expression is the lowest.