Provide a Causal Model of Perceived Learning Based on Digital Games

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Article Type:
Research/Original Article (دارای رتبه معتبر)
Abstract:
The main purpose of this study was to provide a causal model of perceived learning based on digital games among students of Secondary School in Shiraz in the academic year of 97-96 through path analysis. For this purpose, 600 students were selected by multi-stage cluster sampling method and a combination of questionnaires included recognition of Kaciopo and Petit (1982), Vandal and others (2001), Pearson and colleagues' excitement (2005), the intrinsic flow of learning by Jackson-Wicked (2008) the second edition, the immersion of Brown and Forer (2010) and perceived learning by Rewell (2009) was used as an instrument for collecting data. The results of the study in general showed that the need for cognition by mediating the goal orientation, intrinsic flow, immersion and emotions has an indirect effect on perceived learning. Also,goal orientation through the excitement and flow on perceived learning, immersion, and the need for cognition through the mediating emotions, immersion and flow on emersion have indirect effect and emotion variable by mediating emotions on perceived learning, immersion have indirect effect. The results also showed that the determined degree of variance in perceived learning in the fitted validated model was 42%.
Language:
Persian
Published:
Research in School and Virtual Learning, Volume:6 Issue: 21, 2018
Pages:
103 to 117
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