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Study aim
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Determining the effectiveness of computer games on problem-solving skills and thinking training in students
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Design
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This study is a quasi-experimental, two-group, double-blind, randomized trial conducted on 30 sixth-grade students in Baghmalek County, 15 in each group. The sample allocation is done by simple randomization using the RAND function in Excel; first, each student receives an identification code and is sorted by a random number, then they are divided into two groups of 15: experimental and control.
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Settings and conduct
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This research will use a field experimental research method and an extensive pre-test and post-test design. The research will be conducted in a second-grade elementary school. All participants and clinical caregivers and evaluators who interpret the data will be kept confidential and all information will be kept anonymous.
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Participants/Inclusion and exclusion criteria
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Inclusion Criteria
Being between 11 and 12 years of age.
Being enrolled in the sixth grade of elementary school.
Students and their parents being interested in participating in the study and providing informed consent.
Exclusion Criteria
Having a physical illness that could interfere with the research process.
Use of psychiatric medications.
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Intervention groups
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Intervention group: Computer game-based training, based on a researcher-made protocol, is implemented in groups in 8 90-minute sessions, one session per week. The sessions include intellectual, strategic, adventure, simulation, and content creation games and are designed to strengthen problem-solving skills, analytical thinking, planning, decision-making, creativity, and emotion control. Control group: They do not receive any intervention during the research.
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Main outcome variables
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Problem-solving skills; thinking.