Abstract:
مطالعه حاضر با هدف بررسی تاثیر بازی های آموزشی بر بهبود یادگیری مهارت های پایه ای زبان انگلیسی دانشجویان دانشگاه پیام نورکرمانشاه انجام شد. روش پژوهش، آزمایشی بود و از طرح چهارگروهی سولومون با پیش آزمون و پس آزمون استفاده شد. جامعه آماری شامل کلیه دانشجویان مقطع کارشناسی دانشگاه پیام نورکرمانشاه بود. از جامعه مذکور با استفاده از نمونه گیری در دسترس 60 نفر انتخاب شدند و به طور تصادفی در گروه های آزمایش و گواه جایگزین شدند و با استفاده از بازی های آموزشی و روش معمول به مدت یک ترم تحت آموزش قرارگرفتند. در این پژوهش برای سنجش میزان یادگیری دانشجویان از آزمون محقق ساخته استفاده شدکه اعتبار آزمون با استفاده از روش کودر ریچاردسون معادل82./. اعلام شد. برای انجام محاسبات آماری از نرم افزار spss و برای بررسی فرضیه های پژوهش از آزمون تحلیل واریانس چند متغیره استفاده شد. نتایج حاصل از تجزیه و تحلیل داده ها نشان داد بین میانگین نمرات گروه های آزمایش و کنترل، در مولفه های دیداری، نوشتاری، شنیداری و گفتاری تفاوت معنی داری وجود دارد اما اثر پیش آزمون و همچنین تعامل پیش آزمون و گروه معنی دار نمی باشد.
Abstract The purpose of this study was to investigate the effect of educational games on improving the basic English language proficiency of students at Payam-e-Kermanshah University. The research method was semi-experimental and the four-group Solomon design with pre-test and post-test was used. The statistical population consisted of all students, Payame Noor Karmanshah University. 60 people were selected from the community using random sampling and were randomly assigned to experimental and control groups and trained for one semester using educational games and routine. In this research, a researcher-made test was used to measure students' learning. The validity of the test by using the Richardson CoD method was 82. announced. SPSS software was used for statistical analysis and multivariate analysis of variance analysis was used to investigate the research hypotheses. The results of the data analysis showed that there is a significant difference between the mean scores of the test and control groups in the visual, written, auditory and spoken components, but the effect of pre-test, as well as the pre-test and group interaction is not significant. Abstract The purpose of this study was to investigate the effect of educational games on improving the basic English language proficiency of students at Payam-e-Kermanshah University. The research method was semi-experimental and the four-group Solomon design with pre-test and post-test was used. The statistical population consisted of all students, Payame Noor Karmanshah University. 60 people were selected from the community using random sampling and were randomly assigned to experimental and control groups and trained for one semester using educational games and routine. In this research, a researcher-made test was used to measure students' learning. The validity of the test by using the Richardson CoD method was 82. announced. SPSS software was used for statistical analysis and multivariate analysis of variance analysis was used to investigate the research hypotheses. The results of the data analysis showed that there is a significant difference between the mean scores of the test and control groups in the visual, written, auditory and spoken components, but the effect of pre-test, as well as the pre-test and group interaction is not significant. Abstract The purpose of this study was to investigate the effect of educational games on improving the basic English language proficiency of students at Payam-e-Kermanshah University. The research method was semi-experimental and the four-group Solomon design with pre-test and post-test was used. The statistical population consisted of all students, Payame Noor Karmanshah University. 60 people were selected from the community using random sampling and were randomly assigned to experimental and control groups and trained for one semester using educational games and routine. In this research, a researcher-made test was used to measure students' learning. The validity of the test by using the Richardson CoD method was 82. announced. SPSS software was used for statistical analysis and multivariate analysis of variance analysis was used to investigate the research hypotheses. The results of the data analysis showed that there is a significant difference between the mean scores of the test and control groups in the visual, written, auditory and spoken components, but the effect of pre-test, as well as the pre-test and group interaction is not significant. Abstract The purpose of this study was to investigate the effect of educational games on improving the basic English language proficiency of students at Payam-e-Kermanshah University. The research method was semi-experimental and the four-group Solomon design with pre-test and post-test was used. The statistical population consisted of all students, Payame Noor Karmanshah University. 60 people were selected from the community using random sampling and were randomly assigned to experimental and control groups and trained for one semester using educational games and routine. In this research, a researcher-made test was used to measure students' learning. The validity of the test by using the Richardson CoD method was 82. announced. SPSS software was used for statistical analysis and multivariate analysis of variance analysis was used to investigate the research hypotheses. The results of the data analysis showed that there is a significant difference between the mean scores of the test and control groups in the visual, written, auditory and spoken components, but the effect of pre-test, as well as the pre-test and group interaction is not significant. Abstract The purpose of this study was to investigate the effect of educational games on improving the basic English language proficiency of students at Payam-e-Kermanshah University. The research method was semi-experimental and the four-group Solomon design with pre-test and post-test was used. The statistical population consisted of all students, Payame Noor Karmanshah University. 60 people were selected from the community using random sampling and were randomly assigned to experimental and control groups and trained for one semester using educational games and routine. In this research, a researcher-made test was used to measure students' learning. The validity of the test by using the Richardson CoD method was 82. announced. SPSS software was used for statistical analysis and multivariate analysis of variance analysis was used to investigate the research hypotheses. The results of the data analysis showed that there is a significant difference between the mean scores of the test and control groups in the visual, written, auditory and spoken components, but the effect of pre-test, as well as the pre-test and group interaction is not significant. Abstract The purpose of this study was to investigate the effect of educational games on improving the basic English language proficiency of students at Payam-e-Kermanshah University. The research method was semi-experimental and the four-group Solomon design with pre-test and post-test was used. The statistical population consisted of all students, Payame Noor Karmanshah University. 60 people were selected from the community using random sampling and were randomly assigned to experimental and control groups and trained for one semester using educational games and routine. In this research, a researcher-made test was used to measure students' learning. The validity of the test by using the Richardson CoD method was 82. announced. SPSS software was used for statistical analysis and multivariate analysis of variance analysis was used to investigate the research hypotheses. The results of the data analysis showed that there is a significant difference between the mean scores of the test and control groups in the visual, written, auditory and spoken components, but the effect of pre-test, as well as the pre-test and group interaction is not significant.
Machine summary:
پژوهش هاي امروزي نشان دهنده اهميت ارائه يکپارچه مهارت هاي مختلف شنيدن ، صحبت کردن ، خواندن و نوشتن براي دستيابي به نتايج بهتر در يادگيري زبان است (٢٠١٩ ,Babae and Fathabadi) چراکه مهارت هاي به هم وابسته اي هستند که با فعاليت هاي همزمان ، تمرين و تکرار، تعمق و يادگيري درهم تنيده شده اند.
پژوهش ها همواره بر شيوه هاي مختلف تسهيل يادگيري واژگان زبان دوم همچون استفاده از چندرسانه اي ها و بازيهاي آموزشي تأکيد داشته اند ( ,and Elliot ١٩٩٧,Coady and Huckin ٢٠١٠).
, 2019; Shahidipour and Tahririan, 2018; Barani, 2012; Bekleyen, 2012; Gardner and Robert, 2009; Ortiz 2007; ٢٠١٤ ,Ghorban Darid Nejad ;٢٠٠٢ ,Jarvis ;٢٠٠٤ ,Chan ;٢٠٠٥ ,̧Tokac;٢٠٠٧ ,ygadloZ)؛ اما در بيشتر نتايج پژوهش هاي صورت گرفته ، اتفاق نظري در زمينه ي به کارگيري روش هاي مختلف يادگيري واژگان زبان در بين پژوهشگران وجود ندارد.
بر همين اساس هدف ما در اين پژوهش ، بررسي تأثير استفاده از بازيهاي آموزشي بر بهبود يادگيري مهارت هاي پايه اي دانشجويان در زبان انگليسي مي باشد.
اين پژوهش با هدف بررسي تأثير استفاده از بازيهاي آموزشي بر ميزان يادگيري مهارت هاي پايه اي زبان انگليسي انجام شد.
, 2019; Baleghizadeh and Shafeie, 2019; Mansouri and Saeedi, 2019; Khomeijani Farahani et al.
, 2019; Baleghizadeh and Shafeie, 2019; Mansouri and Saeedi, 2019; Khomeijani Farahani et al.
The impact of computer assisted language learning )CALL( on vocabulary achievement of Iranian university students EFL learners.