نوع مقاله : مقاله پژوهشی
نویسندگان
1 عضو هیأت علمی، بخش مدیریت و برنامهریزی آموزشی، دانشکده علوم تربیتی و روانشناسی، دانشگاه شیراز، شیراز، ایران
2 دکتری برنامهریزی درسی، دانشگاه شیراز، شیراز، ایران
3 دانشجوی دکتری برنامه ریزی درسی، شیراز، ایران
4 دکتری برنامه ریزی درسی، دانشگاه شیراز، شیراز، ایران
5 کارشناسی ارشد تحقیقات آموزشی، دانشگاه پیام نور شیراز، شیراز، ایران
چکیده
کلیدواژهها
موضوعات
عنوان مقاله [English]
نویسندگان [English]
The aim of the present study was to analyze the experiences of first grade elementary school teachers from the results of educational games in the corona epidemic. The global coronavirus epidemic is a severe acute respiratory syndrome that has emerged since 2019. The spread of the virus led to fundamental changes in all areas of social, cultural, economic and political life and education and the type of activities of the centers. One of the most important areas in which many changes have occurred due to corona disease is learning issues and teaching methods in general in learning environments. According to studies conducted during the outbreak of corona disease, the majority of learners and teachers were not very satisfied with these methods and preferred face-to-face training to such training, but the same electronic methods and distance learning could lead to more backwardness of students, teachers and Prevent all people involved in the field of education and minimize the problem. Accordingly, the need for new teaching methods is felt in view of the current world conditions and the increasing development of science and technology, and we must look for teaching methods in order to lead students from parrot conservation to learning. The use of active teaching methods has been strongly supported in recent decades because it can significantly help students develop critical thinking skills and engage in collaborative activities, as well as increase motivation, satisfaction and academic achievement, including active teaching methods. He referred to educational games. Educational game is an activity that is done with the cooperation or competition of decision makers who seek to achieve goals or challenging situations with special rules in order to achieve, use or learn educational goals. Accordingly, in primary education, it is better to use the teaching method based on educational games. In educational games, it is important to make sure that learning and play are integrated and that learning objectives are hidden within the game. An effective educational game should be attractive and engage the learner during the game so as to motivate learners to play the game. Also, in the educational game, there should be a clear relationship between the game and the educational goals. Although the purpose of educational games is more to teach and learn the objectives of the curriculum than to play, but the playful aspect must be maintained. Thus, first the purpose of the lesson should be stated very simply for the students and then the game should be taught to them. In the game description stage, all the game instructions and how to choose must be fully specified. After this stage, the game should be played and the teacher, as a guide, should control the students' activities. At the end of the game, it is time to conclude that because the students are playing the game and the game is related to the lesson concepts, it is very likely that they have learned the lesson concepts. Finally, the teacher can measure the amount of learning. Teaching lessons with play is one of the methods that makes the lesson engraved in the child's mind and not quickly forgotten. Due to the fact that students are currently facing the problems of e[1]learning and the anxiety caused by it, so the use of educational games can eliminate or diminish their anxiety, lack of motivation and enthusiasm and lead them to progress in learning lessons. In terms of applied purpose, this research is a qualitative and multidisciplinary research that is used to analyze the experiences of first grade teachers from the results of educational games with a meta[1]combination, the findings of world studies and then based on the use of phenomenology, teachers' lived experiences in corona epidemics. Explored. The meta-combination design was performed using the six-step Sandlowski and Barroso method and the phenomenological design was performed using the seven[1]stage Klaizi model. The tools used were semi-structured interviews and participants in this section were 14 teachers in the academic year 1401-1400, who were selected using the purposeful approach of the criterion, snowball technique and theoretical saturation criteria. The data analysis of this section was performed using thematic analysis method. Based on the results of the two projects, the experiences of first grade primary school teachers from educational games in corona epidemics were identified in the form of three main themes including student performance, teacher performance and parent performance. Based on the results of the research, first grade elementary teachers with creative approaches in providing education and teaching using cyberspace during the outbreak of coronavirus create interest, enthusiasm to learn and more motivation for students to gain experience. Positive, effective and objective in proportion to their lesson, learning skills are commensurate with cognitive and physical development. Also, the experience of teachers using the game method indicates effective learning at certain hours of the day, which paves the way for strengthening problem-solving skills in children, especially when the lessons are in the form of interaction with peers. In general, play is education, and the child acquires various skills through games. Therefore, the best tool through which many concepts can be taught and provided as a way to increase learners' creativity and improve language skills is to use the game method in teaching. Based on the lived experiences of teachers, the research findings indicate that play-by-play education in the first grade of elementary school paves the way for more interaction between learners and teachers, peers and, most importantly, parents. Yen is at the time of the corona virus outbreak. Therefore, teachers can use creative and active methods in teaching to create innovation, creativity and even a sense of responsibility in learners. In connection with classroom management, the use of play methods in virtual education has been effective in such a way that it has consolidated students' learning and diversification of education, has led to reducing student fatigue. In summarizing the topics, we can mention the effective and important role of games as a creative teaching method with innovation in the educational system, especially in the first grade of elementary school, focusing on the experiences of first grade teachers in using this type of teaching method.
کلیدواژهها [English]