بررسی تأثیر بازی آموزشی در یادگیری مفاهیم ایمنی و امنیت و گرایش آنها به فعالیت های امن در سواحل دریا (مقاله علمی وزارت علوم)
درجه علمی: نشریه علمی (وزارت علوم)
آرشیو
چکیده
بشر در تلاش است که «ایمنی» را در «سواحل دریا» تأمین کند. بنا بر آمارهای سازمان پزشکی قانونی کشور از قربانیان «غرق شدگی»، این معضل یکی از بحران های بهداشت عمومی محسوب می شود. آگاهی بخشی مفاهیم ایمنی در سنین کم توسط بازی های آموزشی، از شیوه های پیشگیری برای کاهش معضلات محسوب می شود. به همین منظور، بازی آموزشی با استفاده از سیستم پیکتوگرام طراحی شد تا بتوان از آن به عنوان ابزاری پیشگیرانه برای کنترل و کاهش سوانح و غرق شدگی استفاده کرد. از روش ارزیابی DAST-C، برای تأیید فرضیه های موجود روی سی کودک دختر هفت تا یازده سال استفاده شده است. فرضیه ها عبارت است از: ۱. استفاده از بازی آموزشی در یادگیری مفاهیم مربوط به ایمنی سواحل تأثیر دارد؛ ۲. به وسیله بازی آموزشی می توان کودکان را با سرگرمی های دیگری غیر از شنا در دریا آشنا و ترغیب کرد. گروه آزمایش طی هفت هفته در چهار مرحله، با ابزار طراحی شده سنجیده شدند و نتایج با روش تحلیل واریانس یک طرفه با کمک نرم افزار تحلیل داده ها SPSS سنجیده شد. علاوه بر نرمال بودن داده ها، تفاوت معنادار نتایج نشان داده شد؛ به این معنی که استفاده از این بازی در یادگیری مفاهیم مدنظر تأثیر داشت و می توان نگرش جدیدی در کودکان ایجاد کرد.A study of the effect of educational game on learning safety and security concepts and orientation to safe activities on the coast
Humans try to provide “security and safety” in related environments to themselves such as living, work, rest and recreational environments. “Coasts” are one of the areas that always attract people to spend time and vacation there. But according to statistics in the medical jurisprudence organization of our country (Iran), “drowning” is one of the problems and obstacles of which some people are victims each year (Adults and children). It is a multifaceted injury, involving multiple patterns that vary by age group, body of water and activity. Death and injury due to drowning and other water-related causes are too common in Iran at summer. Although it is one of the new public health crises and considered as a major cause of mortality in many parts of the world, it is often neglected. The awareness and institutionalization of the concepts of security and safety at an early age are considered as preventative measures and strategies to ease the burden and problem. And drowning prevention efforts have narrowly focused on specific age groups and specific activities. Also educational games have attracted the attention of many educational leaders and they utilize the games as a practical and experimental approach for teaching kids in educational and non-educational environments such as home. Educational game is defined as an application compounded with educational aims and recreations providing learners with awareness of the value of life. For this purpose, in order to teach the concepts of safety and security as well as control the problem of drowning, an educational game has been designed to make it possible to utilize that as a preventive tool to control or decrease this subject. Educational game includes teaching defined concepts by using pictogram system; for example; notify about Rip Current and use aids for swimming (for example: Wearing life jacket, inflatable rings, swimming belts) and refreshing activities such as playing with sand and objects in it on the beaches. The Draw-a-Scientist Test (DAST) is a tool to assess stereotypical imagery of scientists. To increase the objectivity and reliability of the DAST as an assessment instrument method DAST-C (The Draw-a-Scientist Test Checklist) is used to confirm available hypotheses on 30 little girls from 7 to 11 years old at school. Hypotheses are that: the usage of educational games by children has effect on learning concepts related to safety and security of the coas; educational game can be used to lead children toward other entertainments except swimming in seas. During the seven weeks and four stages (pretest, playing educational game, test, latest test), experimental group with the tools and methods mentioned above were tested. Finally, the results were evaluated by analysis of variance (ANOVA) by a statistical analysis software (SPSS) and results showed a significant difference between pretest and test/latest test, and it was shown that the use of educational games has positive effect on learning defined concepts and it is possible to create a new attitude in children.