Document Type : Research Article (Quantitative)

Authors

1 PhD student, Educational Sciences department, Sari branch, Islamic Azad university, Sari, Iran

2 Assistant Professor, Department of Curriculum Planning, Faculty of Humanities, Sari Branch, Islamic Azad University, Sari, Iran.

3 Assistant Professor, Department of Educational Sciences, Sari Branch, Islamic Azad University, Sari Iran.

10.22034/ijes.2023.1999748.1395

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 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.

Keywords

Main Subjects

Abdolmalaki S, Maghami H, Abbasi E. (2021). Preschool teachers' lived experience of their roles in the game process: A Phenomenology Study. Scientific Journal of Training & Learning Researches, 18(1): 149-162. (In Persian)
Abdolvahabi M, Dorrani K, Safaei Movahhed S, Fathivajargah K, Salehi K. (2020). Presentation of game-based (non-digital) learning model with problem solving approach for organizational education and critiquing existing educational program. Applied Psychological Research Quarterly, 11(1): 209-245. (In Persian)
Bodrova E, Leong D, Dickensen K, Neuman B. (2006). Vygotskian perspectives on teaching and learning early literacy. In Handbook of Early Literacy Research; The Guilford Press: New York: NY, USA.
Carter BM, Broome M, Russell M, Uzarski D. (2022). Creating a racial justice plan in a school of nursing: A journey of discovery and learning. Journal of Professional Nursing, 41: 123-133.
Christopher C. (2021). Educators’ perspectives regarding challenges implementing the high scope curriculum and support needed. Thesis for Doctoral degree of Walden University.
Clevenger KA, Aubreg AJ, Moore RM, Peyer KL, Suton D, Trost SG, Pfeiffer KA. (2016). Energy cost of children's structured and unstructured games. Journal of Physical Activity and Health, 13(1): 44-47.
Cole JD, Ruble MJ. (2021). Designing and evaluating game-based learning for continuing pharmacy education using an “escape room” activity. Currents in Pharmacy Teaching and Learning, 13(10): 1293-1299.
Gebremeskel BG, Teklu AM, Gebremedhin LT, Beza SW, Yigzaw T, Eshetu MK, et al. (2018). Structured integration of family planning curriculum: comparative assessment of knowledge and skills among new medical graduates in Ethiopia. Contraception, 98(2): 89-94.
Huang CH, Kuo CG. (2015). High scope project in Taiwan provides students both career exploration and preparation for further study. Procedia – Social and Behavioral Sciences, 174: 1798-1803.
Huizenga J, Admiraal W, Ten Dam G, Voogt J. (2019). Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes. Computers in Human Behavior, 99: 137-143.
Lee KS, Ng JJ, Choong AMTL. (2021). A scoping review of vascular surgery education in the medical school curriculum. Journal of Vascular Surgery, 74(4): 1362-1374.
MahdaviNasab Y, Fardaanesh H, Talaa’ee E, Haatami J. (2017). The design and trial of an educational game based on a fifth grade course. Quarterly Journal of Education, 32(4): 9-40. (In Persian)
Males LM, Setniker A. (2019). Planning with curriculum materials: Interactions between prospective secondary mathematics teachers’ attention, interpretations and responses. International Journal of Educational Research, 93: 153-167.
Noorianfar SK, Emamjomeh MR, Hamidi F, Assareh A. (2022). Designing a model for empowering preschool teachers with SCOPE approaches in Iran. Research in Curriculum Planning, 19(46): 121-133. (In Persian)
Sabnis SV, Tanaka ML, Beard K, Proctor SL. (2023). Women of color and the hidden curriculum of school psychology doctoral programs. Journal of School Psychology, 98: 1-15.
Saffari Sh, Hakimzadeh R, Dehghani M, Gholamali Lavasani M. (2021). A conceptual model of game-based learning with emphasis on skill training: A meta-synthesis. Journal of Educational Sciences, 28(2): 97-112. (In Persian)
Weisberg DS, Zosh JM. (2018). How guided play promotes early childhood learning. Encyclopedia on Early Childhood Development, 25: 1-5.