نوع مقاله : مقاله پژوهشی

نویسنده

استادیار گروه علوم تربیتی، دانشکده علوم تربیتی و روان‌شناسی، دانشگاه شهید چمران اهواز، اهواز، ایران.

چکیده

هدف این پژوهش کاوش تجارب دانشجویان از فرایند خلاقیت در یادگیری مبتنی بر پروژه بود. بدین منظور از روش پدیدارشناسی توصیفی استفاده شد. مشارکت کنندگان 11 دانشجوی کارشناسی رشته علوم تربیتی دانشگاه شهید چمران اهواز بودند که به شیوه نمونه گیری هدفمند از نوع ملاک محور انتخاب شدند. ملاکهای ورود عبارت بودند از: دانشجوی کارشناسی رشته علوم تربیتی، گذراندن واحد درسی پروژه فردی، انجام یک پروژه خلاقانه، و تمایل جهت شرکت در مطالعه. دانشجویان حدود 4 ماه در حال انجام یک پروژه خلاقانه(ساخت بازی آموزشی) بودند. پس از پایان پروژه، مصاحبه ای نیمه ساختارمند با دانشجویان انجام شد. داده‌ها با استفاده از تکنیک کلایزی تحلیل شد. به منظور افزایش دقت در تحلیل داده ها از نرم افزار مکس کیودا استفاده شد. تحلیل داده‌ها چهار مضمون اصلی را آشکار ساخت که عبارت بودند از: الف) تجارب مرحله مواجهه، ب) فرایندها، ج) منابع حمایتی، د) نتایج. هر یک از مضامین اصلی نیز مضامین فرعی دیگری داشت. بر اساس یافته های پژوهش، پیشنهادهایی جهت تسهیل و بهبود فرایند خلاقیت دانشجویان ارائه شده است.

کلیدواژه‌ها

عنوان مقاله [English]

Students' Experiences of the Creativity Process in Project-Based Learning: A Phenomenological Study

نویسنده [English]

  • Seyed Abbas Razavi

Assistant professor, Faculty of education and psychology, Shahid Chamran University of Ahvaz, Ahvaz, Iran

چکیده [English]

Creativity is recognized as one of the key skills in the 21st century. Higher education curricula should cover this skill seriously. The purpose of this study was to explore students' experiences of the creativity process in project-based learning. For this purpose, a descriptive phenomenological method was used. Participants were 11 undergraduate students who were studying educational sciences at Shahid Chamran University of Ahvaz and were selected by purposive sampling method. Inclusion criteria were: undergraduate student in educational sciences, passing an individual project course, doing a creative project, and willingness to participate in the study. The students were involved in a creative project (making an educational game) for approximately 4 months. At the end of the project, a semi-structured interview was conducted with the students. Data were analyzed by a seven-level Colaizzi method. To increase the accuracy of data analysis, MAXQDA software was used. Data analysis revealed four main themes: a) Experiences related to encountering the project, b) processes, c) supportive resources, d) outcomes. Each of the main themes had other sub-themes. Based on the research findings, suggestions have been made to facilitate and improve the students' creativity process.

کلیدواژه‌ها [English]

  • Creativity
  • creative thinking
  • Project-Based Learning(PjBL)
  • higher education students
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