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Information Journal Paper

Title

Designing and Evaluation of "the Framework of Computer Games Lesson" to Nurture the Creativity of 6th Grade Students

Pages

  69-94

Abstract

 The purpose of the research: This research entitled as: Designing and Evaluation of "the Framework of Computer Games Lesson" to Nurture the Creativity of 6th Grade Students Method: The researcher`s view has been integrated with the quantity nature of this research. In terms of purpose, this research was applied. Researcher has utilized field studies when conducting it. The statistical population included curriculum providers, educational psychologists, six grade teachers as well as computer games` experts who had cooperated with computer games foundation. The sample volume of this research was selected based on Morgan table. Considering the title of the research, data collection procedure was conducted through interviewing with experts and specialists of this domain. The questionnaire included 34 items designed by the researcher, based on which the framework of computer games` course was evaluated by associated experts. To analyze the obtained data, descriptive-inferential method has been utilized. Conclusion: The prominent result indicated that designing the framework of computer games` course based on Taba curriculum increased the elements of fluidity, flexibility, originality and amplification.

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  • Cite

    APA: Copy

    Assa, Keivan, NADERI, EZATOLAH, & SEIFNARAGHI, MARYAM. (2021). Designing and Evaluation of "the Framework of Computer Games Lesson" to Nurture the Creativity of 6th Grade Students. INNOVATION & CREATIVITY IN HUMAN SCIENCE, 10(3 ), 69-94. SID. https://sid.ir/paper/394784/en

    Vancouver: Copy

    Assa Keivan, NADERI EZATOLAH, SEIFNARAGHI MARYAM. Designing and Evaluation of "the Framework of Computer Games Lesson" to Nurture the Creativity of 6th Grade Students. INNOVATION & CREATIVITY IN HUMAN SCIENCE[Internet]. 2021;10(3 ):69-94. Available from: https://sid.ir/paper/394784/en

    IEEE: Copy

    Keivan Assa, EZATOLAH NADERI, and MARYAM SEIFNARAGHI, “Designing and Evaluation of "the Framework of Computer Games Lesson" to Nurture the Creativity of 6th Grade Students,” INNOVATION & CREATIVITY IN HUMAN SCIENCE, vol. 10, no. 3 , pp. 69–94, 2021, [Online]. Available: https://sid.ir/paper/394784/en

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