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تأثیر یادگیری معکوس و شبیهسازیهای رایانهای بر انگیزش و خلاقیت در آموزش زیستشناسی | ||
| برنامه درسی و آموزش یادگیرنده محور | ||
| دوره 4، شماره 3 - شماره پیاپی 15، آذر 1404، صفحه 17-38 اصل مقاله (726.5 K) | ||
| نوع مقاله: مقاله پژوهشی | ||
| شناسه دیجیتال (DOI): 10.22034/cipj.2025.63815.1175 | ||
| نویسندگان | ||
| مرضیه کرامتی نوجه ده سادات* 1؛ عبدالرحمن خواجه2 | ||
| 1گروه آموزش زیست شناسی، دانشگاه فرهنگیان، صندوق پستی 889-14665 تهران، ایران | ||
| 2کارشناسی ارشد آموزش زیست شناسی، دانشگاه فرهنگیان، تهران، ایران | ||
| چکیده | ||
| هدف: مطالعه حاضر به بررسی تأثیر یادگیری معکوس و شبیهسازی رایانهای بر خلاقیت و انگیزش تحصیلی دانشآموزان پایه دوازدهم در درس زیستشناسی شهرستان گرمه پرداخته است. روش پژوهش: این پژوهش از نظر هدف، کاربردی و بهصورت شبهآزمایشی با طرح پیشآزمون-پسآزمون و گروه کنترل انجام شده است. جامعه آماری شامل 150 دانشآموز پایه دوازدهم تجربی در سال تحصیلی 1402-1401 بود که از میان آنها، 40 نفر بهصورت تصادفی ساده انتخاب و به دو گروه کنترل (روش متداول) و آزمایشی (روش یادگیری معکوس با شبیهسازی رایانهای) تقسیم شدند. ابزار جمعآوری دادهها شامل پرسشنامه انگیزش (AMS) والرند (1992) و خلاقیت عابدی (1389) بود. یافتهها: یافتهها نشان داد که میانگین خلاقیت و انگیزش در گروه کنترل تغییر معناداری نداشت، اما در گروه آزمایشی، میانگین خلاقیت در پسآزمون افزایش یافت. همچنین، نمرات خلاقیت در گروه آزمایش بیشتر از گروه کنترل بود. آمار توصیفی خردهمقیاسهای خلاقیت نشان داد که گروه کنترل تغییر چندانی نداشت، در حالی که گروه آزمایش در پسآزمون افزایش معناداری را نشان داد. انگیزش تحصیلی نیز در گروه کنترل تغییر نکرد، اما گروه آزمایش از 104/3 در پیشآزمون به 128/6 در پسآزمون رسید. نتایج حاصل از تجزیه و تحلیل کوواریانس نشان داد که گروه آزمایش در سطح معناداری 0/05>p تفاوت قابل توجهی دارد. نتیجهگیری: بنابراین، نتایج مطالعه نشاندهنده تأثیر مثبت یادگیری معکوس و شبیهسازی رایانهای بر خلاقیت و انگیزش تحصیلی دانشآموزان است. نوآوری این پژوهش در بهکارگیری شبیهسازی تعاملی به عنوان یک ابزار آموزشی در فرآیند یاددهی-یادگیری در آموزش معکوس است، که به طور خاص به درک بهتر بیان ژن و پروتئینسازی کمک میکند. پیشنهاد میشود از این شبیهسازی برای بهینه سازی فرآیند یاددهی-یادگیری استفاده گردد. | ||
| کلیدواژهها | ||
| انگیزش؛ خلاقیت؛ زیستشناسی؛ شبیهسازی رایانه؛ یادگیری معکوس | ||
| مراجع | ||
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