Educational Technology
Nasrin Mohammadhasani; Rahim Aghazadeh
Abstract
Purpose: The present study aimed to compare the effects of digital and face-to-face gamification on learning, recall, and motivation of English vocabulary.Method: We used the experimental method with a pre-test and post-test design. The statistical population of this research included all 7th-grade students ...
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Purpose: The present study aimed to compare the effects of digital and face-to-face gamification on learning, recall, and motivation of English vocabulary.Method: We used the experimental method with a pre-test and post-test design. The statistical population of this research included all 7th-grade students in Heris City. The sample of the study were selected as available samples and after the pre-test were randomly assigned into two experimental groups (N:52): the first group used the digital form and the second group used the face-to-face form. The research tool was the researcher-made learning and recall test, as well as Keller's educational achievement motivation questionnaire.Finding: The results of covariance and independent t-test indicated that there is no significant difference in the amount of learning and also there is no significant difference between the average scores of students in the recall test in the experimental groups (t= 0.93, sig= 0.44). On the other hand, the results show a significant difference in the motivation test of the groups (t=2.64, sig=0.01). The students in the digital gamification group experienced more motivation during the experiment.Conclusion: Although the result of this research shows the lack of a significant effect of gamification on learning in both face-to-face and digital forms, the results indicated that applying game-based learning in the digital form increased motivation. The different effects of Game-based instruction of the two groups on motivation and the effect of the game on learning and the positive self-concept of learning is a valuable and practical finding.
Educational Technology
Tina Malekolkalami
Abstract
Purpose: This study was conducted to find out the direction of using educational technology in financial management.Method: Bibliometrics and scientific mapping techniques have been used in this applied research. Research data were collected from the Scopus database from 1973 to 2022. Bibliometrix R ...
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Purpose: This study was conducted to find out the direction of using educational technology in financial management.Method: Bibliometrics and scientific mapping techniques have been used in this applied research. Research data were collected from the Scopus database from 1973 to 2022. Bibliometrix R was used to analyze and visualize data and scientific maps.Findings: The research findings show that educational technology in financial management among 60 documents in 6 clusters of financial management, medical education, short survey, priority journal, public relations, and university. In the research, educational technology and financial management are the most widely used words in a single cluster and have the most centrality and betweenness. Likewise, the field of dentistry is one of the fields that are most active in using educational technology in financial management.Conclusion: Educational technology as an interdisciplinary field has a direct and effective impact on most service businesses affecting the country's economy. Knowledge development and integration of key issues in financial management are essential. According to the findings of this study, for the promotion in the industries especially the service sector, it is suggested to provide a strategic view in applying educational technology in financial management.