The effect of online multi-user educational computer games on active memory and innovative performance of dyslexic students
In terms of purpose, this research is applied and is classified as a semi-experimental and pre-test-post-test type of research with a control group. The statistical population included all dyslexic students in the fourth grade of Kerman city in the academic year 2021-2022. 50 students were randomly selected and randomly divided into two groups of 25, experimental and control. The data measurement tool was the active memory capacity questionnaire and the innovation-based performance questionnaire, which were completed by the subjects before and after the intervention. After data collection, data analysis was done using spss25 software and analysis of covariance. The results showed that in the subscales of working memory, the average of the measurement variable (53.6000) in the post-test of the experimental group was reported as the highest average. Also, in the post-test of the experimental group, the highest mean for processing (52.6800), creativity and innovation (21.6400) and use of new opportunities (21.0800) were reported, respectively, which shows an increase in the mean of the post-test of the experimental group. To pre-test this group. In general, online multi-user educational computer games have a significant effect on active memory and innovative performance of dyslexic fourth grade elementary students (p≤0.05).
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