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Showing 4 results for Bahar
Seyed Abdolhosein Nabavi, Saham Salemian, Bahar Habibian, Volume 1, Issue 3 (2-2013)
Abstract
This paper studies the effecting factors of occurrence in
Vandalistic behavior of male and female students of Koutabdollah district of
Ahwaz. According to the considered theories, the relationship between gender,
socioeconomic status, educational achievement, interpersonal variables
(including feelings of relative deprivation, discrimination, self-esteem,
continence), and social link (home, school& friends) with incident
Vandalistic behaviors are investigated.
Survey method is used and to select the statistical sample,
classified random sampling method is applied and sample size of 385 students was selected using Cochran formula. Data collection tool in this study
was questionnaire and the hypotheses are analyzed using Pearson's correlation
test, T test and multi-factorial regression. Results illustrate that with the
exception of gender, there is relationship between all mentioned variables with
Vandalism. As the research model could specify 50 percent of the independent
variables variance with dependent variables, we can claim that it has a
noticeable predictive power.
Dr Mehri Bahar, Nousha Dabirimehr, Volume 6, Issue 3 (2-2018)
Abstract
this article
studies the use of cultural spaces in Tehran. Cultural spaces in Tehran have seen changes in parallel with other city spaces over the past two decades that
In this paper, we tried to address the features of the new spaces.These changes are physical, content and functional.The two campuses of cinematic Azadi and Mellat are the subject of this study.This research is in a qualitative way and by Using the two tools of interview and observation.
In the same vein, Henry Lefebvre's French philosopher and sociologist (1901-1991) have been used to analyze the findings.
Mahdi Naghavi Alaei, Dr Mehri Bahar, Volume 10, Issue 3 (12-2021)
Abstract
The purpose of this article is to identify and describe the meaning of good in social studies textbooks of the first secondary school. The methodology of this article is based on the combined quantitative and qualitative approach. According to the obtained findings, it is determined that: 1- Good as public and social participation 2- Good as a transsexual matter 3- Good as a transhuman practice and collective conscience 4- Good as a governmental matter 5- Good as a religious and godly. Also, the findings in the research showed that, out of a total of 249 subjects related to the components of good in social studies books of the first secondary school, 175 (70.3%) were in text form, 5 (2%) were in image form and 69 items equal to (27.7%) are presented with text and image. And among 249 subjects related to the six components of good in the social studies textbooks of the first year according to the educational level, 84 cases are equal to (33.7 percent) related to the seventh grade, 96 cases are equal to (38.6 percent) related to the eighth grade and 69 cases equal to (27.7%) were related to the ninth grade.
Hosein Moghaddam, Dr Mehri Bahar, Volume 12, Issue 4 (4-2024)
Abstract
This article examines the model for utilizing the gaming industry in Iranian charitable organizations. In the recent years, the intersection of the gaming world and philanthropy has garnered significant attention through innovative approaches such as interactive environmental games and charity streams. These approaches not only challenge negative stereotypes about gamers but also enable the collection of donations and public education on charitable issues. Despite the high number of video game players in Iran, this potential has yet to be seriously leveraged to support philanthropic organizations. This study explores global experiences and examines the opportunities and challenges in the field through interviews with eight experienced gaming industry experts. It offers practical strategies for developing these relationships in Iran. Additionally a paradigmatic model for using the gaming industry in philanthropy in Iran has been designed. This research indicates that video games, with their access to a large and diverse population, can help raise awareness and attract donations for charitable causes. Furthermore, the interactive nature of games offers unique opportunities for educating on social issues and inspiring players to take action. The article suggests that Iranian charities and philanthropists equip themselves with gamified thinking to develop innovative activities that lead to increased investment and social participation. Ultimately, this research highlights the significance of video games as an innovative tool in philanthropy and their role in improving the social and economic quality of life in society.
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