تعطیلات نوروزی مجله- ضمن تبریک فرارسیدن بهار و شروع سال جدید به اطلاع میرساند این نشریه از تاریخ ۲۵ اسفندماه ۱۴۰۲ لغایت ۱۳ فروردین ۱۴۰۳ تعطیل می باشد.

Volume 9 -                   MEJDS (2019) 9: 99 | Back to browse issues page

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Sadati Baladehi M, Niusha B, Esteki M. Comparison of the Effectiveness of Computer Games with Traditional Iranian Games on Working Memory and Planning for Students with Mathematical disability. MEJDS 2019; 9 :99-99
URL: http://jdisabilstud.org/article-1-1664-en.html
1- Islamic Azad University, Saveh Branch
2- Islamic Azad University, Tehran Branch
Abstract:   (2466 Views)
Background & Objective: Learning disabilities are the essential poor academic performance, of which mathematical problems are the most important. One of the significant issues in young children with learning disabilities is a weakness in executive functions and memory. One of the most important components of executive functions is working memory, and another is the ability of planning and problem-solving. On the other hand, Playing is an important part of everyday life, and it has different functions, one of which is its educational aspect. Given the weaknesses in executive functions such as working memory and the ability of planning in students with learning disabilities, also, due to the emergence and development of new technologies, the purpose of this study was to compare the effectiveness of computer games with traditional Iranian games on working memory and planning in students with mathematical disabilities.
Methods: The research method was quasi-experimental with pretest-posttest design with the control group. The statistical population was all fourth to sixth-grade elementary school students aged 10-12 years in Tehran who faced mathematical disabilities in the 2017-2018 school year. For this purpose, 30 subjects who were qualified and satisfied selected by convenience and purposive sampling, were chosen, they were included in the study and then randomly divided into three groups (control group, traditional game experimental group, and computer game experimental group). Inclusion criteria were three criteria as teacher Report Based on DSM5 Mathematical Disability Screening Test, Wechsler Test, and key-math Test. According to the DSM5 Screening Criterion for Mathematical Disability, students with specific learning disabilities were selected, and then the Wechsler Intelligence Test was taken from them. According to the Wechsler test, students with a difference of 20 points or more in verbal and non-verbal intelligence who were weak in calculations and numerical memory subscales diagnosed with mathematical learning disabilities. Then the third criterion, the key-math mathematical test, obtained from them, and when these three criteria showed that the student had a mathematical disability, they selected as the sample group. Before running training packages, Pre-test was taken from the students of the sample group by using a key-math mathematical test (1976), WISC-R (1949) to measure working memory and London Tower Computer Test (1982) to measure planning ability and after the training sessions, each person was taken post-test. Mean and standard deviation used to describe the data and according to the pre-test and post-test with the control group, multivariate analysis of covariance) MANOVA (was used to analyze the data, and the assumptions of applying covariance analysis used by Levine test at the significant level of 0.01. Statistical analysis performed by using SPSS-24 software.
Results: The results showed that the mean of the working memory of the traditional game experimental group was 48.60±6.932 in the pretest to 50.60±6.077 in the posttest, and the mean of the planning of the traditional game experimental group was 24.20±4.211 in the pretest to 25.70±4.111 in the posttest. The mean of the working memory of the computer game experimental group was 46.80±8.284 in the pretest to 50.61±8.168 in the posttest, and the mean of the planning of the computer game experimental group was 23.10±4.149 in the pretest to 25.50±4.007 in the posttest, increased. At last the results showed that the effectiveness of computer games was more than traditional Iranian games (p<0.001).
Conclusion: The results showed that there was a significant difference between the effect of traditional games and computer games in the area of working memory and planning, and the impact of computer games was more significant. It found that using computer-based learning games strategies, increased motivation, and a positive attitude toward learning lessons and a positive attitude towards oneself. When computer games are used purposefully, information enters memory through audio and visual channels and combined with prior knowledge. It will lead to the creation of new, consistent information in memory. Computer program assignments are designed to incorporate more sections of working memory and planning components, and they are progressing more purposefully, and that could be one of the reasons for the success of these programs.
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Type of Study: Original Research Article | Subject: Psychology

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