مطالب مرتبط با کلیدواژه

Fun


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بررسی میزان و نوع کاربرد تلفن همراه توسط دانش آموزان مدارس متوسطه نظری استان مازندران(مقاله پژوهشی دانشگاه آزاد)

کلیدواژه‌ها: Cell- Phone Teaching and Learning Social Interactions Fun

حوزه‌های تخصصی:
تعداد بازدید : ۱۷۲۰ تعداد دانلود : ۱۱۳۰
This study aimed at the frequency and type of using cell-phone by high school students. The research method used was a descriptive-survey one. The statistical society included all the high school students in Mazandran in 2010-11 academic year. The sample was chosen through multi-stage stratified random sampling method and 383 subjects were selected based on Kerjecie and Morgan's Table. A researcher- made questionnaire was used for collecting data. The content validity of the questionnaire was confirmed by related experts and its reliability was calculated through Cronbach Alpha by SPSS software 0/80. Two statistical methods were use in analyzing the gathered data, namely, descriptive statistics including: frequency, standard deviation and mean along with inferential statistics including: independent t test. The results showed that majority of the students had a cell-phone and consider it as a necessary tool. The girls were reported to use cell-phone and its tools more than the boy students. However, boy students used it more than girls for educational and learning purposes. There was no significant difference between boys and girls in using cell-phone for the sake of fun and social interactions.
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Enhancing Learning, fun, and Learning interest through Juiciness in Gamified Education(مقاله علمی وزارت علوم)

کلیدواژه‌ها: Gamification Juiciness LEARNING Leaderboards Learning Interest Fun

حوزه‌های تخصصی:
تعداد بازدید : ۹ تعداد دانلود : ۹
This study investigated the impact of juiciness-enhanced gamified leaderboards on learning, fun, and learning interest in fourth-grade literature education. the research employed a quasi-experimental, applied quantitative pretest–posttest design with a control group. A sample of 75 fourth-grade female students from a school in District 18 of Tehran was selected through convenience sampling and randomly assigned to three groups: the Juiciness Leaderboard group (JLG), the Simple Leaderboard group (SLG), and the Control Group (CG). Research instruments included a 16-item parallel-form learning test, the 18-item Fun Questionnaire (FunQ), and a 9-item learning interest questionnaire. The intervention lasted six weeks, using standard literature curriculum materials. Statistical analyses with pairwise comparisons showed that the JLG significantly outperformed both the SLG and CG in learning outcomes, fun, and learning interest, while the SLG also performed significantly better than the CG across all variables. The findings indicate that the design of leaderboards plays a critical role in shaping students’ educational experiences. Specifically, the Juiciness Leaderboard intervention consistently produced superior outcomes compared to both the Simple Leaderboard and the Control group, highlighting the added value of sensory-rich features in fostering fun, learning interest, and academic achievement. This study contributes to the growing literature on gamification by emphasizing the importance of incorporating juiciness-enhanced elements into educational environments. By leveraging such strategies, educators can create more dynamic and immersive learning contexts that not only boost short-term performance but also nurture sustained motivation and a lifelong interest in learning.