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Oyunla Öğretim Yaklaşımının Sosyal Bilgiler Dersinde Afet Bilinci Gelişimine Etkisi

Year 2025, Volume: 16 Issue: 2, 2796 - 2812, 28.08.2025
https://doi.org/10.51460/baebd.1684690

Abstract

Bu çalışma, oyun ve oyunlaştırma teknikleriyle desteklenen eğitimlerin, öğrencilerin deprem bilincini ve depremden korunma yöntemlerini öğrenmesindeki etkisini incelemektedir. Nicel yöntemlerle yürütülen araştırma, yarı deneysel desen kapsamında ön test-son test kontrol gruplu modeliyle tasarlanmıştır. Balıkesir'deki 5. sınıf öğrencileriyle gerçekleştirilen çalışmada, veriler SPSS 22 ile analiz edilmiştir. Geliştirilen "Deprem Çantası Hazırlama Oyunu", "Deprem Öncesi, Anı ve Sonrası Hazırlıklıyım Oyunu" ve "Deprem Avı" gibi etkinlikler, öğrencilerin deprem bilgilerinde anlamlı artış sağlamıştır. Ayrıca, deprem sırasında ve sonrasında gerekli becerilerin kazanılmasında olumlu sonuçlar gözlemlenmiştir. Oyunlaştırılmış eğitimlerin afet bilinci gibi kritik konularda etkin bir araç olduğu sonucuna varılmıştır. Gelecek araştırmaların farklı yaş grupları ve eğitim düzeylerinde oyun tabanlı öğrenmenin uzun vadeli etkilerini incelemesi önerilmektedir. Ayrıca, okullarda bu yöntemlerin yaygınlaşması için öğretmenlere materyal ve kaynak desteği sağlanmalıdır.

References

  • Adanalı, R. (2019). A location-based geography game: Place-Box-Discover (Instructional Geocaching). Eskişehir Osmangazi Üniversitesi Sosyal Bilimler Dergisi, 20, 339–361. https://doi.org/10.17494/ogusbd.548378
  • Adanalı, R., Yıyın, F. T., & Özenel, N. (2022). Disaster awareness of middle school students. International Journal of Geography and Geography Education, 47, 56–81. https://doi.org/10.32003/igge.1122725
  • Akkuş, Z., & Aslan, H. (2013). Teaching concepts through games in social studies. International Journal of Social Science Research, (2), 61-77.
  • Akkuş, Z., & Öğütveren, M. (2024). The effect of educational games on achievement and attitudes in social studies. Ulusal Eğitim Dergisi, 4(5), 1042–1056. https://doi.org/10.5281/zenodo.11403986
  • Altınbulak, D., Emir, S., & Avcı, C. (2006). The effect of educational games on achievement and retention in social studies. Hasan Ali Yücel Eğitim Fakültesi Dergisi, 2, 35–51.
  • Avolio, B. J., Sosik, J. J., Kahai, S. S., & Baker, B. (2014). E-leadership: Re-examining transformations in leadership source and transmission. The Leadership Quarterly, 25(1), 105–131. https://doi.org/10.1016/j.leaqua.2013.11.003
  • Başün, A. R., & Doğan, M. (2018). Student opinions on teaching factors and multiples through games. The Journal of Social Sciences, 19(19), 482–491. https://doi.org/10.16990/sobider.3998
  • Baykul, Y. (2000). Measurement and evaluation in education. Pegem Yayıncılık.
  • Bostan, S. B., & Turan, İ. (2023). Examination of social studies teachers' views on educational games. TOBIDER - International Journal of Social Sciences, 7(4), 326–346. https://doi.org/10.30830/tobider.sayi.16.18
  • Boz, İ. (2018). The effect of teaching with games method on academic success in primary school 4th grade Turkish lesson. JOSSE, 1(1). 61-75.
  • Campbell, D. T., & Stanley, J. C. (1963). Experimental and quasi-experimental designs for research. Houghton Mifflin.
  • Cook, T. D., & Campbell, D. T. (1979). Quasi-experimentation: Design & analysis issues for field settings. Houghton Mifflin.
  • Creswell, J. W. (2012). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (4th ed.). Pearson.
  • Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). SAGE.
  • Crocker, L., & Algina, J. (2006). Introduction to classical and modern test theory. Wadsworth.
  • Çavuş, R., & Balçın, M. D. (2017). Student views on game activities in science course: The example of structure and properties of matter unit. Researcher, 5(3), 323341.
  • Çelikkaya, T., & Kuş, Z. (2009). Methods and techniques used by social studies teachers. Journal of Uludag University Faculty of Education, 22(2), 741–758.
  • Dimitrov, D. M., & Rumrill, P. D. (2003). Pretest-posttest designs and measurement of change. Work, 20(2), 159–165.
  • Doğan, E., & Koç, H. (2017). The Impact of Instruction through Digital Games on Students’ Academic Achievement in Teaching Earthquakes in a Social Science Class. International Journal of Turkish Education Sciences, 2017(8), 90-100.
  • Dönmez, B., Dönmez, K. H., Kolukisa, Ş., & Yilmaz, S. (2021). The effect of using game-based teaching methods on attitudes and achievement in primary school mathematics Bozok International Journal of Sport Sciences, 2(2), 58-70.
  • Erkan, A., & Keremgil Çelik, S. (2023). The effect of games on students’ academic achievement and attitudes in primary school social studies. Turkish Journal of Educational Sciences, 21(2), 668–685. https://doi.org/10.37217/tebd.1174432
  • Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., & Knight, E. (2015). Digital badges in education. Education and Information Technologies, 20, 403–410.
  • Gömleksiz, M. N. (2005). Implementation of English teaching through games and its effect on student achievement (Case of Elazığ Private Bilgem Primary School). Manas University Journal of Social Sciences, 7(14), 179–195.
  • Hanus, M., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161.
  • Hilton, R. (2006). Gaming as an education tool. Young Consumers, 7(2), 14–19. https://doi.org/10.1108/17473610610701457
  • Jančič, P., & Hus, V. (2017). Didactic games in social studies in primary school. Creative Education, 8(12), 1892–1902. https://doi.org/10.4236/ce.2017.812129
  • Karabağ, G., & Aydoğan, O. (2015). The effect of teaching history through games on student achievement and retention. Turkish History Education Journal, 4(1), 67–88.
  • Karataş, H. (2021). Teachers' views on the use of educational games in social studies teaching [Unpublished master's thesis]. Hacı Bektaş Veli University.
  • Kelley, T. L., Ebel, R. L., & Linacre, J. M. (2002). Test theory and educational measurement. Houghton Mifflin.
  • Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers & Education, 52(4), 800–810. https://doi.org/10.1016/j.compedu.2008.12.004
  • Korcu, H. (2019). Instruction with games in teaching history subjects of social studies course (an experimental study) [Unpublished master's thesis]. Balıkesir University.
  • Korkmaz, Ö., & Öztürk, Ç. (2020). The effect of gamification activities on students’ academic achievements in social studies course, attitudes towards the course and cooperative learning skills. Participatory Educational Research, 7(1), 1–15. http://dx.doi.org/10.17275/per.20.1.7.1
  • Magnacca, S. (2013). Game-based learning in the social studies classroom. Instructional Technology Education Specialist Research Papers, 7. https://digitalcommons.georgiasouthern.edu/edu-papers
  • Mızrak, S. (2018). Education, disaster education and community disaster resilience. MSKU Journal of Education, 5(1), 56–67. https://doi.org/10.21666/muefd.321970
  • Ministry of National Education [MEB]. (2016). Social studies curriculum (Primary and secondary school grades 4, 5, 6, and 7).
  • Ministry of National Education [MEB]. (2024). Social studies curriculum.
  • Okada, Y., & Matsuda, T. (2019). Development of a social skills education game for elementary school students. Simulation & Gaming, 50(5), 598-620. https://doi.org/10.1177/1046878119880228
  • Önal, H. (2019). Shortcomings in disaster concepts in basic education textbooks. Türkiye Sosyal Araştırmalar Dergisi, 23(1), 177-192.
  • Önal, Ş. (2021). The effect of game-based learning on academic achievement, self-efficacy, and attitude in science courses [Unpublished master’s thesis]. Trakya University.
  • Özdemir, K. (2018). Student opinions on teaching history lessons through games and competitions: Example of the "Answer is with me" game. Journal of Contemporary Management Sciences, 2(5), 128-140.
  • Öztürk, C. (2006). Social studies: An interdisciplinary perspective on social life. In C. Öztürk (Ed.), Teaching life sciences and social studies (pp. 21–50). Pegem A Publishing.
  • Patton, M. Q. (2014). Qualitative research & evaluation methods: Integrating theory and practice (4th ed.). SAGE.
  • Pehlivan, H., & Demirel, Ö. (2022). The effect of case study and game-based teaching on learning levels in social studies. Trakya Journal of Education, 12(3), 1923-1932. https://doi.org/10.24315/tred.1000035
  • Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 21-21. https://doi.org/10.1145/950566.950596
  • Salur, M. (2024). Teacher opinions on the use of educational games in social studies. Trakya Journal of Education, 14(3), 1480-1495. https://doi.org/10.24315/tred.1399605
  • Shadish, W. R., Cook, T. D., & Campbell, D. T. (2002). Experimental and quasi-experimental designs for generalized causal inference. Houghton Mifflin.
  • Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353. https://doi.org/10.1016/j.chb.2012.06.007
  • Sontekin, D., Kaya, İ., Tarhan, E., & Çelik, Ö. Ç. (2024). Game-based activities in the socialization process of asylum students and their use in social studies course. Journal of Harput Studies, 11(21), 49–69.
  • Turgut, S., & Baykul, Y. (2012). Measurement and evaluation in education (5th ed.). Pegem Academy.
  • Ünlü Yeter, Y., Kandemir, K., Yıldız, E., Şimşek, Ü., & Kaymakçı, S. (2022). Examınation Of Graduate Theses on Educatıonal Games in The Fıelds of Socıal Studıes and Science Educatıon in Turkey. Ekev Akademi Dergisi, 26(91), 297–318. https://orcid.org/0000-0001-5905-9902
  • Uygun, K., Akkeyik, U., & Öztürk, C. (2018). The effect of educatıonal games on socıal studıes teachıng: example of actıvıty. Research and Experıence Journal (Rej)), 3(2), 75-92. http://orcid.org/0000-0002
  • Yaman, B. (2020). Class teachers' perceptions of the concept of "teaching with play": A metaphor study. Journal of Primary Education, 2(1), 6-13.
  • Yaşar, Ö., Kaya, D. R., Bayin, D., & Çopur, A. (2023). Use of intelligence games in social studies teaching: Example of Q-bitz game. Journal of Uludag University Faculty of Education, 36(2), 595-611. https://doi.org/10.19171/uefad.1277417.
  • Yaşar, Ş., & Bayır, Ö. G. (2010). Social studies from the perspective of 5th grade primary school students. Education Sciences, 5(3), 1213-1225.
  • Zongur, B. (2024). The effect of gamified social studies teaching on students' attitudes towards the social studies course, academic achievement, and retention level [Unpublished doctoral dissertation]. Dokuz Eylül University.

The Impact of a Game-based Teaching Approach on Developing Disaster Awareness in Social Studies Classes

Year 2025, Volume: 16 Issue: 2, 2796 - 2812, 28.08.2025
https://doi.org/10.51460/baebd.1684690

Abstract

This study investigated the effects of game-supported education and gamification techniques on students’ learning of earthquake awareness and protection methods. Utilizing a quantitative approach, the research employed a quasi-experimental design with a pre-test–post-test control group model. The study was conducted with 5th grade students in Balıkesir, and data were analyzed using SPSS 22. Activities such as the “Earthquake Bag Preparation Game,” “I'm Prepared: Before, During, and After the Earthquake,” and “Earthquake Hunt” significantly improved students’ knowledge of earthquake preparedness. Additionally, the study observed positive outcomes in the development of essential skills for responding to earthquakes during and after such events. The findings indicate that gamified education is an effective tool for raising awareness and promoting learning on critical topics such as disaster preparedness. It is recommended that future research explore the long-term effects of game-based learning across different age groups and educational levels. Furthermore, supporting teachers with appropriate materials and resources is essential to facilitate the wider adoption of these methods in schools”.

References

  • Adanalı, R. (2019). A location-based geography game: Place-Box-Discover (Instructional Geocaching). Eskişehir Osmangazi Üniversitesi Sosyal Bilimler Dergisi, 20, 339–361. https://doi.org/10.17494/ogusbd.548378
  • Adanalı, R., Yıyın, F. T., & Özenel, N. (2022). Disaster awareness of middle school students. International Journal of Geography and Geography Education, 47, 56–81. https://doi.org/10.32003/igge.1122725
  • Akkuş, Z., & Aslan, H. (2013). Teaching concepts through games in social studies. International Journal of Social Science Research, (2), 61-77.
  • Akkuş, Z., & Öğütveren, M. (2024). The effect of educational games on achievement and attitudes in social studies. Ulusal Eğitim Dergisi, 4(5), 1042–1056. https://doi.org/10.5281/zenodo.11403986
  • Altınbulak, D., Emir, S., & Avcı, C. (2006). The effect of educational games on achievement and retention in social studies. Hasan Ali Yücel Eğitim Fakültesi Dergisi, 2, 35–51.
  • Avolio, B. J., Sosik, J. J., Kahai, S. S., & Baker, B. (2014). E-leadership: Re-examining transformations in leadership source and transmission. The Leadership Quarterly, 25(1), 105–131. https://doi.org/10.1016/j.leaqua.2013.11.003
  • Başün, A. R., & Doğan, M. (2018). Student opinions on teaching factors and multiples through games. The Journal of Social Sciences, 19(19), 482–491. https://doi.org/10.16990/sobider.3998
  • Baykul, Y. (2000). Measurement and evaluation in education. Pegem Yayıncılık.
  • Bostan, S. B., & Turan, İ. (2023). Examination of social studies teachers' views on educational games. TOBIDER - International Journal of Social Sciences, 7(4), 326–346. https://doi.org/10.30830/tobider.sayi.16.18
  • Boz, İ. (2018). The effect of teaching with games method on academic success in primary school 4th grade Turkish lesson. JOSSE, 1(1). 61-75.
  • Campbell, D. T., & Stanley, J. C. (1963). Experimental and quasi-experimental designs for research. Houghton Mifflin.
  • Cook, T. D., & Campbell, D. T. (1979). Quasi-experimentation: Design & analysis issues for field settings. Houghton Mifflin.
  • Creswell, J. W. (2012). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (4th ed.). Pearson.
  • Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). SAGE.
  • Crocker, L., & Algina, J. (2006). Introduction to classical and modern test theory. Wadsworth.
  • Çavuş, R., & Balçın, M. D. (2017). Student views on game activities in science course: The example of structure and properties of matter unit. Researcher, 5(3), 323341.
  • Çelikkaya, T., & Kuş, Z. (2009). Methods and techniques used by social studies teachers. Journal of Uludag University Faculty of Education, 22(2), 741–758.
  • Dimitrov, D. M., & Rumrill, P. D. (2003). Pretest-posttest designs and measurement of change. Work, 20(2), 159–165.
  • Doğan, E., & Koç, H. (2017). The Impact of Instruction through Digital Games on Students’ Academic Achievement in Teaching Earthquakes in a Social Science Class. International Journal of Turkish Education Sciences, 2017(8), 90-100.
  • Dönmez, B., Dönmez, K. H., Kolukisa, Ş., & Yilmaz, S. (2021). The effect of using game-based teaching methods on attitudes and achievement in primary school mathematics Bozok International Journal of Sport Sciences, 2(2), 58-70.
  • Erkan, A., & Keremgil Çelik, S. (2023). The effect of games on students’ academic achievement and attitudes in primary school social studies. Turkish Journal of Educational Sciences, 21(2), 668–685. https://doi.org/10.37217/tebd.1174432
  • Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., & Knight, E. (2015). Digital badges in education. Education and Information Technologies, 20, 403–410.
  • Gömleksiz, M. N. (2005). Implementation of English teaching through games and its effect on student achievement (Case of Elazığ Private Bilgem Primary School). Manas University Journal of Social Sciences, 7(14), 179–195.
  • Hanus, M., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161.
  • Hilton, R. (2006). Gaming as an education tool. Young Consumers, 7(2), 14–19. https://doi.org/10.1108/17473610610701457
  • Jančič, P., & Hus, V. (2017). Didactic games in social studies in primary school. Creative Education, 8(12), 1892–1902. https://doi.org/10.4236/ce.2017.812129
  • Karabağ, G., & Aydoğan, O. (2015). The effect of teaching history through games on student achievement and retention. Turkish History Education Journal, 4(1), 67–88.
  • Karataş, H. (2021). Teachers' views on the use of educational games in social studies teaching [Unpublished master's thesis]. Hacı Bektaş Veli University.
  • Kelley, T. L., Ebel, R. L., & Linacre, J. M. (2002). Test theory and educational measurement. Houghton Mifflin.
  • Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers & Education, 52(4), 800–810. https://doi.org/10.1016/j.compedu.2008.12.004
  • Korcu, H. (2019). Instruction with games in teaching history subjects of social studies course (an experimental study) [Unpublished master's thesis]. Balıkesir University.
  • Korkmaz, Ö., & Öztürk, Ç. (2020). The effect of gamification activities on students’ academic achievements in social studies course, attitudes towards the course and cooperative learning skills. Participatory Educational Research, 7(1), 1–15. http://dx.doi.org/10.17275/per.20.1.7.1
  • Magnacca, S. (2013). Game-based learning in the social studies classroom. Instructional Technology Education Specialist Research Papers, 7. https://digitalcommons.georgiasouthern.edu/edu-papers
  • Mızrak, S. (2018). Education, disaster education and community disaster resilience. MSKU Journal of Education, 5(1), 56–67. https://doi.org/10.21666/muefd.321970
  • Ministry of National Education [MEB]. (2016). Social studies curriculum (Primary and secondary school grades 4, 5, 6, and 7).
  • Ministry of National Education [MEB]. (2024). Social studies curriculum.
  • Okada, Y., & Matsuda, T. (2019). Development of a social skills education game for elementary school students. Simulation & Gaming, 50(5), 598-620. https://doi.org/10.1177/1046878119880228
  • Önal, H. (2019). Shortcomings in disaster concepts in basic education textbooks. Türkiye Sosyal Araştırmalar Dergisi, 23(1), 177-192.
  • Önal, Ş. (2021). The effect of game-based learning on academic achievement, self-efficacy, and attitude in science courses [Unpublished master’s thesis]. Trakya University.
  • Özdemir, K. (2018). Student opinions on teaching history lessons through games and competitions: Example of the "Answer is with me" game. Journal of Contemporary Management Sciences, 2(5), 128-140.
  • Öztürk, C. (2006). Social studies: An interdisciplinary perspective on social life. In C. Öztürk (Ed.), Teaching life sciences and social studies (pp. 21–50). Pegem A Publishing.
  • Patton, M. Q. (2014). Qualitative research & evaluation methods: Integrating theory and practice (4th ed.). SAGE.
  • Pehlivan, H., & Demirel, Ö. (2022). The effect of case study and game-based teaching on learning levels in social studies. Trakya Journal of Education, 12(3), 1923-1932. https://doi.org/10.24315/tred.1000035
  • Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 21-21. https://doi.org/10.1145/950566.950596
  • Salur, M. (2024). Teacher opinions on the use of educational games in social studies. Trakya Journal of Education, 14(3), 1480-1495. https://doi.org/10.24315/tred.1399605
  • Shadish, W. R., Cook, T. D., & Campbell, D. T. (2002). Experimental and quasi-experimental designs for generalized causal inference. Houghton Mifflin.
  • Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353. https://doi.org/10.1016/j.chb.2012.06.007
  • Sontekin, D., Kaya, İ., Tarhan, E., & Çelik, Ö. Ç. (2024). Game-based activities in the socialization process of asylum students and their use in social studies course. Journal of Harput Studies, 11(21), 49–69.
  • Turgut, S., & Baykul, Y. (2012). Measurement and evaluation in education (5th ed.). Pegem Academy.
  • Ünlü Yeter, Y., Kandemir, K., Yıldız, E., Şimşek, Ü., & Kaymakçı, S. (2022). Examınation Of Graduate Theses on Educatıonal Games in The Fıelds of Socıal Studıes and Science Educatıon in Turkey. Ekev Akademi Dergisi, 26(91), 297–318. https://orcid.org/0000-0001-5905-9902
  • Uygun, K., Akkeyik, U., & Öztürk, C. (2018). The effect of educatıonal games on socıal studıes teachıng: example of actıvıty. Research and Experıence Journal (Rej)), 3(2), 75-92. http://orcid.org/0000-0002
  • Yaman, B. (2020). Class teachers' perceptions of the concept of "teaching with play": A metaphor study. Journal of Primary Education, 2(1), 6-13.
  • Yaşar, Ö., Kaya, D. R., Bayin, D., & Çopur, A. (2023). Use of intelligence games in social studies teaching: Example of Q-bitz game. Journal of Uludag University Faculty of Education, 36(2), 595-611. https://doi.org/10.19171/uefad.1277417.
  • Yaşar, Ş., & Bayır, Ö. G. (2010). Social studies from the perspective of 5th grade primary school students. Education Sciences, 5(3), 1213-1225.
  • Zongur, B. (2024). The effect of gamified social studies teaching on students' attitudes towards the social studies course, academic achievement, and retention level [Unpublished doctoral dissertation]. Dokuz Eylül University.
There are 55 citations in total.

Details

Primary Language English
Subjects Other Fields of Education (Other)
Journal Section Articles
Authors

Ahmet Çopur 0000-0003-3837-7260

Samiye Kara 0000-0003-2289-2911

Sinem Tozoğlu 0009-0008-1812-5123

Early Pub Date August 20, 2025
Publication Date August 28, 2025
Submission Date April 26, 2025
Acceptance Date July 7, 2025
Published in Issue Year 2025 Volume: 16 Issue: 2

Cite

APA Çopur, A., Kara, S., & Tozoğlu, S. (2025). The Impact of a Game-based Teaching Approach on Developing Disaster Awareness in Social Studies Classes. Batı Anadolu Eğitim Bilimleri Dergisi, 16(2), 2796-2812. https://doi.org/10.51460/baebd.1684690