Research Paper
Maryam Vismeh; Mahnaz Estaki; Navid Mirzakhani Araghi
Abstract
Dyslexia is the most common type of learning disorder, accounting for about 80% of learning disabilities. This research has been studied the effectiveness of enhancing executive functions based on computer games compared to intensifying sensory integration. The study managed in an experimental design ...
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Dyslexia is the most common type of learning disorder, accounting for about 80% of learning disabilities. This research has been studied the effectiveness of enhancing executive functions based on computer games compared to intensifying sensory integration. The study managed in an experimental design with pre-test, post-test alongside control group and follow-up stage. The statistical population included all students with learning disabilities in elementary school in districts 2 and 5 of Tehran in January and February 2021. Thirty dyslexic 8- to 11-year-old students who met the inclusion criteria were homogenized in terms of age, gender, and intelligence. Randomly, they were divided into three groups of 10. Participants in pre-test, post-test and follow-up stages were evaluated using some tests such as WISC-4, dyslexia, n-back and Sensory profile 2. After 4 months, follow-up stage was carried out. Randomly, the first group received a computer-based executive function intervention while the second group received a sensory-motor integration intervention for 20 sessions of 30 minutes. At the end of the study, the interventions were performed on the control. Data were analyzed by two-factor analysis of variance. The results indicated that in the two post-test and follow-up stages of dyslexia symptoms, there were significant differences between the three groups (p <.001). Both interventions were effective on students' dyslexia symptoms, although the intervention of sensory integration exercises had more lasting effect on the symptoms of this disorder. Finally, paying attention to sensory processing patterns and therapeutic strategies in diagnosing and educating dyslexic students might lead to effective results.
Research Paper
.Gholam Ali Afrooz; simin hosseinian; mohammad Gholami Fesharaki
Abstract
The family is known as the core of child and adolescent care and It plays an important role in the treatment of behavioral problems in children and adolescents. The aim of this study was to investigate the effectiveness of FCI on the behavioral consequences of Iranian children and adolescents. This study ...
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The family is known as the core of child and adolescent care and It plays an important role in the treatment of behavioral problems in children and adolescents. The aim of this study was to investigate the effectiveness of FCI on the behavioral consequences of Iranian children and adolescents. This study is a systematic review and meta-analysis of all published Persian or English articles (during the years 2011 to 2020) in the field of FCI in the Iranian child and adolescent community using an internal database such as SID, Iran Medex, MagIran, Civilica, Irandoc and English Scopus, Web of science, Pubmed, Science direct and Google Scholar and with The right word combination has been done. In this study, the Standard Mean Difference index (SMD) and STATA software were used to analyze the data. Among the 103 articles found in the initial search, only 38 articles (10 (26%) articles on adolescents, 28 (74%) articles on children) were eligible for inclusion in the study. The SMD index of FCI compared to the control group is generally equal to 1.60 with a 95% Confidence Interval (CI) (1.31 to 1.90) and in the child sample equal to 1.39 with a 95% CI (1.31 to 1.90). The adolescent sample was reported to be 2.18 with a 95% CI (1.44 to 2.91). The results of this study showed that FCI in children and especially Iranian adolescents have good therapeutic efficacy.
Research Paper
Matin Ghasemi Sameni; Esmaeil Zaraii Zavaraki; .Parviz Sharifi Daramadi; Ali Delavar
Abstract
The purpose of this study is to design and validate an educational model in a computer game environment for high-performance autistic students. the sequential exploratory mixed method was used. In this way, to investigate the current situation and identify the elements and components of the proposed ...
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The purpose of this study is to design and validate an educational model in a computer game environment for high-performance autistic students. the sequential exploratory mixed method was used. In this way, to investigate the current situation and identify the elements and components of the proposed model, the qualitative research method and the inductive content analysis method were used, and the descriptive survey method was used to validate the model internally. The statistical population for designing the educational model included all related articles, books and dissertations from 1994 to 2020. The statistical sample for determining the components of the model included 54 articles, 22 books and 7 dissertations that were purposefully selected and analyzed. The statistical population for model validation included experts in the field of educational technology, psychology and education of exceptional children and educational psychology. 21 specialists were selected as a sample. The data collection tool was a researcher-made questionnaire with 9 questions that was designed and developed on the Likert scale. The content validity of the questionnaire was confirmed by calculating two content validity ratio (CVR) and content validity index (CVI) and its validity with Cronbach's alpha / 92. Was. According to the inductive content analysis, 7 main components were obtained. Also, 25 subcomponents were extracted for the main components. First, a conceptual model was designed and then a process model was presented. Findings of internal validity from the point of view of experts showed that conceptual and process patterns have a high internal validity.