Motivating Pre-School Children to Learn Creative Thinking in Jordan Using iPad Applications: A Mixed-Methods Approach

M. A. Al-Zu’bi, Kholoud I. AL-MSEIDIN, Abdullah Falah Almajali, Reda S.M. Al-Mawadieh, Hayel Khafajeh, Noor Abutayeh
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引用次数: 1

Abstract

The review of iPad's literature confirms that the studies are limited only to improving literacy levels among pre-school children. Other aspects of technology on cognition and behaviors among pre-school children are explored. Further, there are conflicting findings of the iPad. Some studies confirm the iPad is a positive tool. Other studies confirm the iPad is a negative tool. The purpose of the study was to examine the effect of iPad applications on the Motivation to learn creative thinking. Secondly, factors influencing the use of iPad applications in a play-based environment were discussed. Lastly, consideration has been made of elements that affect the utilization of iPad applications in a playing context. These applications were subjected to an experimental design incorporated in a mixed-methods approach to a classroom in the kindergarten (n =51). Significant gains were noted between the control and experimental groups. The MLCT -Scale scores demonstrated that pre-school children in the experimental group gained more Motivation to learn creative thinking than the control group. The iPad applications help students cooperate and engage in a play-based learning environment. Learning creative thinking has increased significantly. Score and high engagement levels indicate that iPad applications can improve creative learning thinking in kindergarten classrooms. Factors affecting the use of iPad applications included the quality of the software, which promotes the engagement of children to learning creative thinking.
在约旦使用iPad应用程序激励学龄前儿童学习创造性思维:一种混合方法
对iPad相关文献的回顾证实,这些研究仅限于提高学龄前儿童的识字水平。技术对学前儿童认知和行为的其他方面进行了探索。此外,关于iPad的调查结果也存在矛盾。一些研究证实iPad是一个积极的工具。其他研究证实iPad是一个消极的工具。本研究的目的是检验iPad应用程序对学习创造性思维动机的影响。其次,讨论了在基于游戏的环境中影响iPad应用使用的因素。最后,我们还考虑了影响iPad应用在游戏环境中使用的因素。这些应用程序在幼儿园的一个教室(n =51)进行了混合方法方法的实验设计。对照组和实验组之间有显著的进步。MLCT量表得分显示,实验组学龄前儿童学习创造性思维的动机高于对照组。iPad应用程序帮助学生在一个以游戏为基础的学习环境中合作和参与。学习创造性思维显著增加。得分和高参与度表明,iPad应用程序可以提高幼儿园教室的创造性学习思维。影响iPad应用程序使用的因素包括软件的质量,这促进了儿童参与学习创造性思维。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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