lived experiences from hidden learning in use of video games and animations (Phenomenological study)

Document Type : Original Article

Authors

1 Assistant Professor, Elementary Education Department, Shadgan Branch, Islamic Azad University, Shadgan, Iran

2 Assistant Professor, Department of Educational Sciences, Farhangian University, Sanandaj, Iran

Abstract

Examining how hidden media learning of children has always been one of the most important issues in the education system of the country. Based on this, the researchers in the present study have analyzed the students' lived experience of hidden media learning. In the current research, a qualitative approach of the descriptive phenomenological method and the library-documentary information collection method was used. The field of research included 15 participants (10 boys and 5 girls) from the elementary school students of Dezful city in the winter of 2019, who were selected by purposive sampling and the interview with them continued until reaching the theoretical saturation level. The research tool was semi-structured in-depth interview conducted by the researcher and the interviews were analyzed and categorized using the seven-step Claesian method. The findings of the research included 3 main topics: 1) learning about deceptive content elements, 2) learning about deceptive production techniques, 3) learning about producers' motivation and goals, and 12 sub-themes. Based on the findings of the research, it can be said that hidden learning of students from video games and animations plays a significant role in shaping their attitude and educational behavior. Therefore, it seems necessary to identify the mentioned components and then plan and provide appropriate solutions to develop high-level and complex thinking skills in students.

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