پديدآورندگان :
Sahebzadeh Behrooz Sahebzadeh.geologist@gmail.com Islamic Azad University, Basic Sciences faulty, Post graduate geology group, Zahedan, Iran; , Barahoe Moghadam Noor Mohammad Islamic Azad University, Basic Sciences faulty, Post graduate geology group, Zahedan, Iran;
چكيده فارسي :
Teaching activities are targeted and informed activities that are based on the interactive interaction of the three pillars of basic education: teacher, student, and educational methods. Today, in a variety of teaching-learning-learning processes, the main focus is on learner s role and the design of teaching-learning activities is diverse, attractive and enjoyable in educational processes. Educational technology recommends the use of various educational methods by the teacher to provide content intended for various subjects, including geosciences. One of these pleasurable educational methods is the design and implementation of targeted training through student-group learning. The purpose of conducting group-learning games is to train the intended content through the design and implementation of learning games in partnership and play of students. The game is one of the basic needs of students of different ages, which has important functions in the mental, motor, and social and ... dimensions. Each of these functions is related to the life and the process of student growth and development, which prepares him to enter the individual and social life of the Millennium Scientific-Technological Society. The game is a fascinating way to teach and learn who plays the player individually and in a group action with imaginative and creative challenges and touches the path to academic achievement. Learning through the game is unconscious and highly effective and appealing. In this regard, the conditions of the game, the student s freedom in the game, the positive interaction to win with other players and the time spent on the student s play, is very important in the effectiveness of educational processes in the process. Group games - activated in the category of scientific-learning explorations that merge in design and execution of games and learning to create an attractive and effective environment for building knowledge and acquiring scientific skills and attitudes. - Individual and socially necessary to be active. By participating in science-learning games, students, in addition to discovering and acquiring scientific knowledge, achieve many personal life skills including decision making, Problem solving, Creative thinking/lateral thinking, Critical thinking/perspicacity, Effective communication, Interpersonal relationships, Self -awareness/mindfulness, Assertiveness, Empathy, Equanimity, Coping with stress, .trauma and loss, Resilience. These skills are acquired through continuous training and education in four areas of individual development - head, heart, hands, and physical and mental health - through training or learning how to do it through accomplishment. Learning these individual skills will prepare every citizen to face and solve everyday life issues, enhance psychosocial, social and health skills. Each citizen gains these skills by acquiring these skills. Problem Solving Problem, Trying to succeed, Accept failure, Earn experience of victories and failures, creativity, implementation of the instructions, As well as socio-ethical knowledge and skills, Like friendship and loving ones, collaborating, accepting responsibility, sacrifice, honesty in speech and behavior, secrecy, listening, accepting, rejecting, not saying Acquiring the set of these skills will give those citizens the ability to take steps to identify, confront and solve a problem or a personal or collective problem, taking into account their practical experiences and mental abilities, and, by solving them wisely, result in Desirable. Acquiring citizenship skills, such as solving a problem of any kind, requires a healthy personality, balanced excitement, concentration of mind, self-confidence, psychological readiness to deal with the crisis, and a serious determination to solve the problem. Provide educational content aimed at students through designing and implementing science-learning games, providing opportunities and opportunities for teamwork, playing, exploring and enjoying learning for students and valuable opportunities for It provides for teachers and apprenticeships and has a positive impact on improving the quality and improvement of student learning. Many educational content is intended to be incorporated into geosciences in Empirical Science Books in general education or geosciences books in high school, such as the training of soil concepts, erosion, the movements of the planet, the moon and the sun, etc., can be designed and run educational games by performing scientific-exploratory games in the form of A group of students taught students. In this way, they have provided many different and attractive and enjoyable opportunities for their
students, so that they practice and acquire a lot of life skills.