Providing a framework for designing digital educational games to promote the critical thinking of Students

Document Type : Research Paper

Authors

1 PhD student in Instructional Technology, Tarbiat Modarres University, Tehran, Iran.

2 Professor of Instructional Technology, Tarbiat Modarres University, Tehran, Iran.

3 Associate Professor of Instructional Technology, Tarbiat Modarres University, Tehran, Iran.

4 Assistant Professor of Instructional Technology, Tarbiat Modarres University, Tehran, Iran.

Abstract

Critical thinking is a method for solving problems, based on persuasive, logical, and rational arguments, which includes examining, evaluating, and choosing the correct answer for a given task and the reasoned rejection of other alternative solutions. Special attention is paid to various things. In this regard, due to the growing tendency of students towards digital games, the importance of designing educational games in digital form with the approach of strengthening critical thinking has increased. For this purpose, in order to promote critical thinking in students, a framework based on the theory of social constructivism for designing a digital educational game has been done.
Based on the review of the research background of the main components of the desired model, including needs assessment, goal setting, learner analysis, critical thinking components, critical thinking implementation levels, game principles, game elements, game genre, educational support, game quality evaluation, learner evaluation, and the feedback and sub-categories were obtained, which was used to modify and verify the model using the internal validation method. In this model, ten experts in educational games were invited for validation. This validation was approved by experts after three rounds with an agreement rate of 84%.
Also, this model is categorized and summarized in the form of an extensive review of the theoretical framework, including the components of needs assessment, goal setting, learner analysis, critical thinking components, critical thinking implementation levels, game principles, game elements, game genre, educational support, evaluation of game quality. Evaluation of the learner and feedback.

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