نتایج جستجو برای: games
تعداد نتایج: 55951 فیلتر نتایج به سال:
abstractthis study investigated the effect of digital games on vocabulary acquisition of low-proficiency iranian male and female efl learners. in order to select homogeneous learners in terms of their english language proficiency, the standard nelson proficiency test was administered, and based on the obtained results, 60 low-proficiency efl learners were selected (31 females and 29 males). the...
nowadays computers are increasingly being incorporated into school curriculums and serious games are occupying the educational games markets. this article addressed the integration of serious games as tools for learning and teaching english in iranian schools to zero-beginner students. an experiment was concluded using computer assisted language learning (call) to investigate the effectiveness ...
Background: Hemophilia is a chronic bleeding disease and can interfere with daily performance of children. These children require continuous training to prevent bleeding. Since children nurses play an important role in the education of sick children and their self-efficacy and the increase use of educational computer games, the use of educational games for teaching self-efficacy to children wit...
this study sought to examine the effect of cooperative game on iranian students achievements in english alphabet learning. cooperative games are games, in which players or teams work together towards a common goal without defeating someone. the methodology used in this study was experimental. the population of the study was 60 female students from the grade one in secondary school in tabriz, ir...
Background & Objective: This study contributed to the current body of literature on educational games by comparing medical students’ flow experience in three types of educational games developed based on three learning theories: behavioral, cognitive, and social. Materials & Methods: A quasi-experimental repeated measure design was employed. A total of 39 second-year medical students played th...
Abstract Background: This study aimed to investigate the effects of addiction to computer games on physical and mental health of students. Methods: The study population includes all students in the second year of public guidance schools in the city of Isfahan in the educational year of 2009-2010. The sample size includes 564 students selected by multiple steps stratified sampling. De...
Background. The cadets experienced particular difficulties in a pandemic period because due to isolation and faced a number of unanticipated challenges like stress, anxiety, and low learning outcomes. Objectives: The aim of the study was to evaluate the effectiveness of sport and traditional games to improve cadets’ learning performance and motivation to learning activities and future service ...
Introduction: Due to the Attraction and enormous diversity of computer games, children and adolescents allocate a notable part of their time and energy to play these games. This necessitates the study of their Advantages and disadvantages. Therefore, the aim of this study was to represent the outcomes of playing computer games in the fourth grade students. Method: This is a qualitative and phe...
Introduction: Virtual reality was posed coinciding technology developing, creating user-interfaces, high-speed processing and powerful graphic. Virtual reality technology and video games can participate in providing health care with creating simulated, motivational, interactive and realistic environments. Integrating virtual simulation with video games has been proven in creating motivation and...
This study attempted to draw a comparison between the age average of Iranian medal winners in Olympic and Asian games and their counterparts from selected countries. The statistical population of the study included Olympic medal winners from the past 100 years and the Iranian who had won medals in 3 rounds of Asian games. The findings indicated that the age average of Iranian medal winners of 3...
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