پديد آورندگان :
پورباغبان، سجاد دانشگاه تبريز - گروه علوم تربيتي دانشكده علوم تربيتي و روانشناسي، تبريز، ايران , محمودي، فيروز دانشگاه تبريز - گروه علوم تربيتي دانشكده علوم تربيتي و روانشناسي، تبريز، ايران , فتحي آذر، اسكندر دانشگاه تبريز - گروه علوم تربيتي دانشكده علوم تربيتي و روانشناسي، تبريز، ايران , كوهستاني، بهروز دانشگاه تبريز - گروه علوم تربيتي دانشكده علوم تربيتي و روانشناسي، تبريز، ايران
كليدواژه :
الگوي برنامه درسي , عناصر برنامه درسي , واقعيت مجازي , سنتزپژوهي
چكيده فارسي :
پژوهش حاضر با هدف طراحي الگوي برنامه درسي مبتني بر واقعيت مجازي در درس علوم براساس روش سنتزپژوهي انجام شد. جامعۀ آماري اين پژوهش شامل تمامي مقالات علمي معتبر در زمينۀ واقعيت مجازي بود كه باتوجه به جست و جوي منظم در پايگاه هاي اطلاعاتي، بر اساس معيارهاي ورود تعداد 920 مقاله علمي شناسايي و در نهايت بر اساس معيارهاي خروج تعداد 197 مقاله پژوهشي براي تحليل نهايي انتخاب شدند. براي گردآوري، گزارش و ثبت اطلاعات پژوهش هاي اوليه، از فرم كاربرگ طراحي شده توسط محقق استفاده شد. تحليل يافته ها با استفاده از الگوي هفت مرحله اي سنتزپژوهي مارش(1991) و روش هاي كدگذاري باز و محوري انجام شد. يافته هاي پژوهش نشان داد كه برنامه درسي مبتني بر واقعيت مجازي در درس علوم، برنامه اي دانش آموز محور است كه نقش ها و مسئوليت هاي متفاوتي را براي فراگير، مدرس و دانش، ايجاد مي كند.
چكيده لاتين :
The purpose of this study was to
design a virtual reality curriculum model in
science course based on a synthesis method. The
statistical population of this study consisted of all
valid scientific articles in the field of virtual
reality that based on regular search of
databases,205 scientific articles were identified
according to the inclusion criteria and finally 78
exclusion criteria were selected for final analysis.
Were. A researcher-designed worksheet form was
used to collect, report and record the initial
research data. Findings were analyzed using
Marsh's (1991) seven-step model of open
synthesis and axial coding methods. To ensure the
coding method, two evaluators were used to recodify
the findings. In order to confirm the
reliability, Cohen's kappa coefficient formula was
used. In this study, the agreement between the
evaluators was 0.77, which indicates 77%. There
was agreement between the evaluators on the
coding. Research findings show that the Virtual
Reality-Based Curriculum in Science is a studentcentered
curriculum that creates different roles
and responsibilities for the learner, teacher, and
knowledge. The logic of this curriculum is to
create practical and participatory learning and to
help the process of knowledge building and
understanding of complex mental processes. The
goals of the curriculum are in line with the logic
of the curriculum and the content is compiled in a
rich, objective and flexible way. In a virtual
reality-based curriculum, multi-sensory cues,
scaffolding, and immersion are used for teachinglearning,
and learners engage in learning activities
such as discovery, prediction through a variety of
interactions, observation and manipulation, and
physical activity. The virtual reality-based
curriculum uses hardware and software with
multimedia and 3D capabilities. Students are
grouped based on content, knowledge and
learning time, and there is no spatial or temporal
limit to the use of the curriculum. Assessing the
achievement of goals occurs by tracking learners'
movements and responses, and in this regard,
visual feedback is provided to students.