Zahra Jamebozorg

Department of Educational Technology, Faculty of Psychology and Educational Sciences, Allameh Tabataba'i University, Tehran. Iran

[ 2 ] - Relationship between Designing Computer-based Educational Games, and Learning Motivation among Elementary Students

Background: Motivation is an important factor in learning. Educational games increase the learning motivation and understanding of students by creating a sense of joy, satisfaction and involvement. However, it is necessary to incorporate learning elements into the games, differently. In this study, the researcher tried to provide a model for designing educational games and determining its relat...

[ 3 ] - تأثیر واقعیت افزوده در افزایش مهارت خودیاری دانش آموزان دارای اختلال اوتیسم

به دلیل ضرورت توجه به مهارت‌های زندگی روزانه در درمان افراد با اختلال طیف اوتیسم پژوهش حاضر باهدف  بررسی تأثیر آموزش با فناوری واقعیت افزوده بر افزایش مهارت خودیاری دانش آموزان دارای اختلال طیف اوتیسم انجام گرفت .پژوهش شامل بر مطالعه آزمایشی تک موردی بود که در آن سه کودک پسر  7 تا 8 ساله مبتلا به اختلال اوتیسم شرکت داشتند. از طرح خطوط پایه برای هر آزمودنی استفاده شد و برای تجزیه‌وتحلیل داده‌ها ...

[ 4 ] - The effect of localizing the design and production of Meta-text based e-book on the levels of student learning and retention

Introduction: Application of ability and capabilities of modern educational technology is an opportunity to achieve effective and optimal learning. Also, localization is the consideration of indigenous knowledge in order to accumulate global knowledge of local needs and desires. In this research, with the native approach and according to the existing need, first In this research, the e-book، d...