TY - JOUR ID - 8924 TI - Relationship between Designing Computer-based Educational Games, and Learning Motivation among Elementary Students JO - International Journal of Pediatrics JA - IJP LA - en SN - 2345-5047 AU - Jamebozorg, Zahra AU - Jafarkhani, Fatemeh AU - Salimi, Mohammad AU - Brahman, Maryam AD - Department of Educational Technology, Faculty of Psychology and Educational Sciences, AllamehTabataba’I University, Tehran, Iran. AD - Kermanshah University of Medical Sciences, Kermanshah, Iran. AD - Department of Philosophy of Education, Faculty of Psychology and Educational Sciences, AllamehTabataba’I University, Tehran, Iran. Y1 - 2017 PY - 2017 VL - 5 IS - 12 SP - 6231 EP - 6244 KW - Education KW - Learning KW - Instructional design KW - Motivation KW - Students DO - 10.22038/ijp.2017.23812.2033 N2 - Background: Motivation is an important factor in learning. Educational games increase the learning motivation and understanding of students by creating a sense of joy, satisfaction and involvement. However, it is necessary to incorporate learning elements into the games, differently. In this study, the researcher tried to provide a model for designing educational games and determining its relationship with learning motivation. Materials and Methods:  Components of the model for designing educational games were first determined qualitatively. Then, the relationship between the educational games designed and students' learning motivation was determined. A self-made questionnaire, with elements of educational game designing along with another questionnaire was used to determine the learning motivation. The obtained data were analyzed using Pearson correlation coefficient and independent t-test. Results: The model, with 4 main components and 26 sub-components, was designed. That set of various elements, including: the rules, objectives, tools, results and feedbacks, accidents, challenges and interactions displayed in the context of the game, along with instructional design component such as analysis, design, development, utilization and evaluation were used. After implementation of the pattern and designing the "States of Matter" lesson in the science book for the third graders, the results showed that there is a significant correlation between the use of designed educational game and components of the students’ learning motivation (r= 0.85 and P=0.01). Conclusion: According to this study given the relationship between the use of educational games and motivation to learn, it can be concluded that the educational games designed according to scientific principles could lead to the improved students’ motivation and learning. UR - https://ijp.mums.ac.ir/article_8924.html L1 - https://ijp.mums.ac.ir/article_8924_d07a40f8e315a17f20bbab2d83c28c3c.pdf ER -