The Effect of Board Games on the Academic Achievement and Learning Motivation of Fourth-Grade Elementary Student

Q2 Social Sciences
Nima Asemani Barekat
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引用次数: 0

Abstract

: Nowadays, due to the advancement of technology, students can no longer produce new cognitive structures and take an active part in their learning process with traditional teaching methods such as lectures. Therefore, teachers should use teaching methods that attract students to learning. Therefore, one of the effective teaching methods for this demand is teaching with the help of various games. For this purpose, the present study investigated the effect of board games on the academic achievement and learning motivation of fourth-grade elementary students. This research is quantitative. The results of this study were collected from experiments on control and experimental groups. The statistical population, at first, all male students in the sixth grade of primary school in the city of Karaj were considered for the academic year 2022-2023. Then, by cluster sampling, it was reduced to one school and finally, randomly, to two classes of 30 people. The control group was trained by the usual method of the teacher`s explaining and then answering the questions in the book. The training of the experimental group was done by a board game. In the end, students of both groups were given a questionnaire to evaluate their teaching method and learning rate. Then, the same test was taken from both groups, and the average scores of both groups were calculated. The mean for the control group was equal to 12.23 and for the experimental group, equal to 16.53. According to the results of the surveys of the questionnaires and also the results of the tests of the two groups, the result showed that educational games, specifically board games, increase the learning rate of students and increase their interest in learning.
桌游对小学四年级学生学业成绩和学习动机的影响
当前,由于科技的进步,学生不再能够产生新的认知结构,并在传统的教学方法,如讲座的学习过程中积极参与。因此,教师应该使用吸引学生学习的教学方法。因此,针对这一需求的有效教学方法之一就是借助各种游戏进行教学。本研究旨在探讨桌游对小学四年级学生学业成就及学习动机的影响。这项研究是定量的。本研究的结果来自对照组和实验组的实验。统计人口,首先,卡拉杰市小学六年级的所有男生都被考虑为2022-2023学年。然后,通过整群抽样,减少到一个学校,最后随机减少到两个30人的班级。对照组采用教师先讲解后回答书中问题的常规方法进行训练。实验组的训练是通过棋盘游戏来完成的。最后,对两组学生进行问卷调查,评价他们的教学方法和学习效率。然后,对两组进行相同的测试,计算两组的平均得分。对照组的平均值为12.23,实验组的平均值为16.53。根据问卷调查的结果和两组测试的结果,结果表明,教育游戏,特别是棋盘游戏,提高了学生的学习率,提高了他们的学习兴趣。
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来源期刊
CiteScore
1.90
自引率
0.00%
发文量
35
审稿时长
12 weeks
期刊介绍: As an international, multi-disciplinary, peer-reviewed, open-access journal, IEJEE provides a platform for the publication of scientific research in the all areas of education on elementary grades. IEJEE is a multidisciplinary journal, committed to no single approach, discipline, methodology or paradigm. It is concerned with elementary education in general and devoted to all concerned with elementary education. IEJEE welcomes original empirical investigations. The papers may represent a variety of theoretical perspectives and different methodological approaches. The major criteria in the review and the selection process concern the significance of the contribution to the area of elementary education.
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