scientific-research
آموزش از دور
Babak Paykarestan
Abstract
This review examines the application of instructional design (ID) principles in online agricultural courses, contextualized for Payame Noor University (PNU) students in Markazi Province. It synthesizes literature on ID models, including ADDIE, Merrill’s First Principles, and constructivist learning ...
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This review examines the application of instructional design (ID) principles in online agricultural courses, contextualized for Payame Noor University (PNU) students in Markazi Province. It synthesizes literature on ID models, including ADDIE, Merrill’s First Principles, and constructivist learning theories. A systematic literature review (SLR) methodology was employed, analyzing studies from 2010-2025. The review included 45 studies, selected from an initial pool of 210, focusing on online learning, agricultural education, and instructional design. Findings indicate that iterative ADDIE, Merrill’s demonstration and application principles, and constructivist peer collaboration enhance student engagement and competence. Key recommendations include adapting the ADDIE model for iterative refinement, prioritizing Merrill’s principles through virtual labs, and fostering constructivist peer collaboration. Strategic ID methodologies are crucial for enhancing student competence in regional distance learning institutions like PNU. This review highlights the need for localized, performance-focused online agricultural education.
scientific-research
Peyman Almasi nejad; Mohammad Zahaby
Abstract
The emergence of novel AI-based language technologies has posed a serious challenge to verifying the authenticity of student assignments in distance education systems. This study proposes a practical solution based on the XGBoost algorithm capable of distinguishing AI-generated texts from ...
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The emergence of novel AI-based language technologies has posed a serious challenge to verifying the authenticity of student assignments in distance education systems. This study proposes a practical solution based on the XGBoost algorithm capable of distinguishing AI-generated texts from human-written ones. The method employs 24 features across two categories-stylometric indicators (lexical, syntactic, and punctuation-related) and behavioral indicators (temporal, revision-based, and interaction-related)-and was evaluated using the standard HC3 dataset comprising 10000 samples. Validation was conducted through 5-fold cross-validation, and the results demonstrate strong model performance with 96.1% accuracy, 95.8% precision, 96.4% recall, and 96.1% F1-score. Feature importance analysis revealed that type-token ratio (TTR) and average sentence length are the most influential factors in the detection process. The proposed framework can serve as an effective tool for distance education instructors to monitor assignment authenticity and safeguard academic integrity in the age of artificial intelligence.
scientific-research
آموزش از دور
mohsen Rahimbeygi; yousef mahdavinasab; masoumeh sadat ابطحی; mahdi ashoori
Abstract
Game-based learning, through interactive and engaging gameplay, significantly enhances students' motivation and comprehension of complex subjects. By creating rich learning environments, this approach offers diverse learning opportunities and fosters skill development. A critical aspect of designing ...
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Game-based learning, through interactive and engaging gameplay, significantly enhances students' motivation and comprehension of complex subjects. By creating rich learning environments, this approach offers diverse learning opportunities and fosters skill development. A critical aspect of designing educational games is the integration of juiciness principles to enhance the game's appeal and effectiveness. This study examines the juiciness components in educational game design. To identify the factors that influence juiciness in educational games, we conducted a comprehensive systematic review employing an integrated approach, combining the Sandelowski and Barroso seven-stage method with the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework. Using the Publish or Perish software, we searched databases such as Scopus, ScienceDirect, and Emerald Insight for articles published between 2004 and 2024, using strategic keywords including 'juiciness,' 'feedback,' 'graphics,' 'audio,' and 'game components.' The search strategy incorporated Boolean expressions ("educational game" OR "game design") AND ("juiciness" OR "engagement" OR "flow" OR "embellishment in game" OR "polish in game" OR "excessive positive feedback"). This methodologically rigorous approach allowed for a thorough search, selection, and analysis of literature, ensuring scientific credibility through precise documentation and transparent reporting. The analysis yielded relevant articles, which were systematically examined to extract key insights into the multifaceted factors that contribute to the appeal, engagement, and enjoyment of educational games, with a specific focus on understanding the concept of "juiciness" as a key determinant of game-based learning effectiveness. The study identified three primary categories of juiciness components: mechanics (7 components), dynamics (5 components), and aesthetics (6 components). Mechanics include gameplay structure, in-game feedback, achievement systems, and power-ups. Dynamics focus on interactive processes like collaboration, exploration, and time management. Aesthetics involve sensory and emotional elements, such as avatar customization, game story, visual design, and multisensory feedback. These categories form a comprehensive framework for designing educational games that optimize user engagement, learning outcomes, and satisfaction. By incorporating juiciness components, game designers can create educational games that are not only informative but also engaging and enjoyable. The findings provide a structured framework for developing more effective educational games.
scientific-research
آموزش از دور
Mohammad Reza Hasani; Fatemeh Javan; Yousef Mahdavi Nasab
Abstract
This study examined the effectiveness of game-based assessment in reducing test anxiety among third-grade students in mathematics. Employing a quasi-experimental pretest–posttest design, the research involved 60 male students aged 8 to 9, who were randomly assigned to experimental and control groups. ...
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This study examined the effectiveness of game-based assessment in reducing test anxiety among third-grade students in mathematics. Employing a quasi-experimental pretest–posttest design, the research involved 60 male students aged 8 to 9, who were randomly assigned to experimental and control groups. The experimental group participated in three 10-minute game-based assessment sessions over a three-week period using the “Fun Math Facts: Games for Kids” tool, whereas the control group underwent traditional paper-based assessments. Test anxiety levels were measured using the Test Anxiety Inventory (TAI), administered before and after the intervention.The results indicated a significant reduction in test anxiety and a notable increase in engagement among students in the experimental group compared to their peers in the control group. These findings highlight the potential of game-based assessment as an innovative strategy for alleviating test-related anxiety and fostering an engaging and supportive learning environment, thereby supporting its integration into educational practices to enhance student outcomes.