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    The comparative study of the effects of educational computer game and video on students' creativity and motivation

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    This study aims to compare the effect of educational computer game and video on students' creativity and motivation. This follows a quasi-experiment research pattern in which a pre and post-test is implemented for both the control and experimental groups. The study population covers all the sixth-grade students of elementary school in the city of Qom enrolling over 2016-17 academic year. The experiment sample consists of 30 students (two groups of 15 as control and experimental) selected using a convenience sampling method. The research test focuses on two questionnaires: Clarie motivation and Torrance creativity. Statistical analysis in this research focuses on descriptive using mean and standard deviation and inferential by one-variable and multivariate analysis of covariance. The result shows that the use of educational computer game increases the motivation and interest in educational materials as compared to the educational video whereas there is no significant difference in creativity between the groups (P>0.05). Hence, either educational computer game or educational video can be used to increase the students’ creativity according to the situation and school condition
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