Social Sciences
zahra Sadeghloo; Ladan Salimi; Vahid Fallah
Abstract
Purpose: Considering the growing use of digital and non-digital games, the purpose of this study was designing a curriculum pattern of education based on non-digital game with a high-scope approach for student teachers.Methodology: The present study in terms of purpose was applied, in terms of time was ...
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Purpose: Considering the growing use of digital and non-digital games, the purpose of this study was designing a curriculum pattern of education based on non-digital game with a high-scope approach for student teachers.Methodology: The present study in terms of purpose was applied, in terms of time was cross-sectional and in terms of implementation method was qualitative. The study population was the experts and specialists of curriculum and educational games, which according to the principle of theoretical saturation number of 14 people of them with the purposive sampling method were selected as a sample. Data were collected by semi-structured interview and analyzed by coding analysis method in MAXQDA software.Findings: The findings showed that the curriculum pattern of education based on non-digital game with a high-scope approach for student teachers had 79 concepts, 24 subcategories and 11 categories. In this pattern, for curriculum goals were identified 28 concepts, 9 subcategories and 4 categories including child's mental development (with 2 subcategories of improving cognitive skills and mental development), improving child's social and emotional skills (with 2 subcategories of emotional skills and personality and social skills), Improving motivation and readiness (with 2 subcategories of child preparation and child activity) and child's spiritual and cultural development (with 3 subcategories of spiritual growth, cultural growth and general growth and development), for curriculum content were identified 23 concepts, 6 subcategories and 3 categories including cognitive education (with 2 subcategories of academic education and mental skills), social and artistic subjects (with 2 subcategories of social skills and artistic education) and general education and development (with 2 subcategories of general subjects and physical growth), for curriculum teaching and learning methods were identified 18 concepts 5 subcategories and 2 categories including group and active methods (with 3 subcategories of education through games, group education and active methods) and individual and direct methods (with 2 subcategories of artistic method and cognitive method) and for curriculum evaluation were identified 10 concepts, 4 subcategories and 2 categories including passive methods (with 2 subcategories of observation and written methods) and active methods (with 2 subcategories of functional methods and group methods).Conclusion: The results of this study about the curriculum pattern of education based on non-digital game with a high-scope approach for student teachers can be used by curriculum experts and planners of Farhangian University to improve the game-based curriculum.