Study the Effect of Educational Game to Learn Safety and Security Concepts and Orientation to Safe Activities on the Coast

Abstract:
Humans try to provide “security and safety” in related environments to themselves such as living, work, rest and recreational environments. “Coasts” are one of the areas that always attract people to spend time and vacation there. But according to statistics in the medical jurisprudence organization of our country (Iran), “drowning” is one of the problems and obstacles that some people are victims of it each year (Adults and children). It is a multifaceted injury, involving multiple patterns that vary by age group, body of water and activity. Death and injury due to drowning and other water-related causes are too common in Iran at summer. Although it is one of the new public health crises and considered as major causes of mortality in many parts of the world, but it is often neglected. The awareness and institutionalize the concepts of security and safety at an early age are considered as preventative measures and strategies to ease the burden and problem. And drowning prevention efforts have narrowly focused on specific age groups and specific activities. Also educational games has attracted the attention of many educational leaders and they utilize the games as a practical and experimental approach for teaching kids in educational and non-educational environments such as home. Educational game is defined as an application compounded with educational aims and recreations and providing learners with regarding the value of life, using resource and methods and having a good time with the way of creating and having experience. For this purpose, in order to teach the concepts of safety and security as well as control the problem of drowning, an educational game has been designed to make it possible to utilize that as a preventive tool to control or decrease in this subject. Educational game includes teaching defined concepts by using pictogram system along for example notify about Rip Current and use aids for swimming (for example: Wearing life jacket, inflatable rings, swimming belts) and refreshing activities such as playing with sand and objects in it on the beaches. The Draw-a-Scientist Test (DAST) is a tool to assess stereotypical imagery of scientists. To increase the objectivity and reliability of the DAST as an assessment instrument method DAST-C (The Draw-a-Scientist Test Checklist) is used to confirm available hypotheses on 30 little girls from 7 to 11 years old at school. Hypotheses involve the using of educational games by children has effect on learning concepts related to safety and security of the coast. Educational game can be used to lead children toward other entertainments except swimming in seas. During the seven weeks and four stages (pretest, playing educational game, test, latest test), experimental group with the tools and methods mentioned above were tested. Finally the results evaluated by Analysis of variance (ANOVA) by a statistical analysis software (SPSS) and results had a significant differences between pretest and test/latest test and showed that the use of educational games has positive effect on learning defined concepts and it is possible to create a new attitude in children.
Language:
Persian
Published:
Journal of Fine Arts, Volume:22 Issue: 2, 2017
Pages:
139 to 150
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