基于网络教育游戏的小学生学习成绩与文化价值观的形成

IF 1.3 Q3 EDUCATION, SCIENTIFIC DISCIPLINES
Zhomart Karatas, G. Mailybaeva, Aigul Tokzhanova, Klara Turebayeva, A. Duisenbayev, Aliya Kazetova
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引用次数: 0

摘要

在本研究中,研究了与哈萨克斯坦儿童游戏相关的当前问题,并讨论了游戏对哈萨克斯坦文化的重要性。在确定研究的实验组和对照组时,采用无偏分配法将哈萨克斯坦两所小学四年级的105名学生分为两个实验组和一个对照组,每组35名学生。在研究中,实验A组进行网络教育游戏,实验B组进行网络和面对面的游戏活动,对照组进行传统教学实践。在研究开始时,对三组进行了“哈萨克传统游戏成就测试”、“传统游戏态度量表”和“文化价值感知量表”的预测。根据研究目的收集的数据,采用适合数据特征的统计分析技术进行分析,并在计算机环境中使用定量统计程序。所得结果以表格形式列出。为此,采用单因素方差分析(ANOVA)和Sheffe检验。研究结果表明,实验组a采用网络教育游戏,实验组B采用网络教育游戏与面对面教育游戏相结合,实验组学生的学习成绩和积极态度均高于对照组,对照组采用传统教育。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Formation of the Academic Performance and Cultural Values of Primary School Pupils Based on Online Supported Educational Games
In this study, current issues related to Kazakh children's games were examined and the importance of games on Kazakhstan's culture was discussed. While determining the experimental and control groups in the study, 105 pupils from the 4th grade of two primary schools in Kazakhstan, who were determined by unbiased assignment, were assigned to 2 experimental and a control groups consisting of 35 pupils. In the study, online-based educational games in Experiment A group, online-based and face-to-face game activities in Experiment B group, and traditional teaching practice in control group were carried out.  At the beginning of the study, "Traditional Kazakh Games Achievement Test", "Attitude Towards Traditional Games Scale" and "Cultural Value Perception Scale" were applied to all three groups for pre-test purposes. The data collected in line with the purpose of the study were analyzed using statistical analysis techniques appropriate to the characteristics of the data and a quantitative statistical program was used in a computer environment. The findings obtained were presented in tables. For this purpose, one-way analysis of variance (ANOVA) and Sheffe test were used. As a result of the research, pupils in experimental group A, in which online-supported educational games were applied, and in experimental group B, in which online and face-to-face educational games were applied together, achieved higher achievement levels and positive attitudes compared to the control group, which was applied traditional education.
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23.10%
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