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Beşinci Sınıf Öğrencilerinin Eğitsel Oyun Yöntemine Yönelik Algılarının İncelenmesi

Year 2021, , 1367 - 1396, 29.10.2021
https://doi.org/10.14812/cuefd.841358

Abstract

Bu araştırma öğrencilerin, öğrenme problemleri yaşadıkları “Madde ve Değişim” konusunun öğretiminde uygulanan eğitsel oyun yöntemine yönelik algılarını belirlemek amacıyla yapılmıştır. Araştırmada durum çalışması yöntemi kullanılmıştır. Katılımcı grubunu Erzurum ili merkez ve kırsa bölgelerde öğrenim gören altı beşinci sınıf öğrencisi oluşturmaktadır. Veri toplama aracı olarak yapılandırılmamış gözlem, öğrenci günlükleri ve yarı-yapılandırılmış görüşme kullanılmıştır. Verilerin analizinde içerik analizi yöntemi kullanılmıştır. Araştırma sonucunda öğrencilerin eğitsel oyun yönteminin öğrenmelerini kolaylaştırdığı, bilgi sağama ve kavram öğretimi açısından yeterli olduğu, anlamlı öğrenmeler sağladığı, ilgi ve isteği artırarak öğrenme motivasyonunu yükselttiği, derse, öğretmene ve okula karşı olumlu tutum geliştirmeyi, korku ve öğrenme kaygısını azalttığı, birlikte çalışma, yardımlaşma, hoşgörü gibi sosyal becerileri geliştirdiği görüşünde oldukları belirlenmiştir. Sonuç olarak öğrencilerin eğitsel oyun yöntemine yönelik algılarının olumlu olduğu bulunmuştur.

Supporting Institution

Atatürk Üniversitesi

Project Number

6267

References

  • Aamondt, S., & Wang, S. (2011). Welcome to your child's brain: How the mind grows from conception to college. USA: Bloomsbury.
  • Akandere, M. (2012). Educational school games. Ankara: Nobel.
  • Anderson, J. L. (2008). The kids got game: Computer/video games, gender and learning outcomes in science classrooms. Doctoral Dissertation, Boston College, USA.
  • Atwood-Blaine, D. (2015). The effect of playing a science center-based mobile game: Affective outcomes and gender differences. (Unpublished doctoral dissertation). Retrieved from http://hdl.handle.net/1808/21680
  • Aymen Peker, E. (2018). Evaluation of teaching the unit of ‘Let's Travel and Learn About The Living World’ for 5th grades with classic educational games and educational games supported with technology (Unpublished doctoral dissertation). Ondokuz Mayıs University, Turkey.
  • Bilen, M. (2002). Plandan Uygulamaya Öğretim. Ankara: Anı Yayıncılık.
  • Boyce, D. A. (2016). The effect of the video game quizlet on the acquisition of science vocabulary for children with learning disabilities (Unpublished master thesis). Rowan University, USA.
  • Bressler, D. M. (2014). Is it all in the game? flow experience and scientific practices during an INPLACE mobile game (Unpublished doctoral dissertation). Lehigh University, USA.
  • Buluş Kırıkkaya, E., & Güllü, D. (2008). İlköğretim beşinci sınıf öğrencilerinin ısı - sıcaklık ve buharlaşma - kaynama konularındaki kavram yanılgıları. İlköğretim Online, 7(1), 15-27.
  • Çelik, O. (2017). Practicing educational games on 5th class students prepared for the 'Classifying Living-Things' unit impression on education manner of conduct and academic success (Unpublished master thesis). Erzincan University, Turkey.
  • Demir, M., & Kurt, H. (2015). Game-based learning-teaching approaches. G. Ekici (Ed.), Learning-teaching approaches with examples of activities-II in (pp.330-375). Ankara: Pegem Academy.
  • Demirel, Ö. (1999). The art of teaching from planning to evaluationAnkara: Pegem A publications.
  • Dowling, A. (2012). Rules of the game: Effects of a game-based metaphor on instructional activity design and the use of student mentors on learning outcomes in a middle school general science class (Unpublished doctoral dissertation). West Virginia University, USA.
  • Dönmez, N. B. (1992). Game book. İstanbul: Demet.
  • Eltem, Ö. (2018). Using the educational games in teaching structure and properties of the material unit in science (Unpublished master thesis). Eskişehir Osmangazi University, Turkey.
  • Espinoza Morales, C. (2017). Learning electron transport chain process in photosynthesis using video and serious game (Unpublished doctoral dissertation). Purdue University, USA.
  • Fanetti, T. M. (2011). The effect of problem-solving video games on the science reasoning skills of college students (Unpublished doctoral dissertation). Purdue University, USA.
  • Fleer, M. (2014). Theorling play in the early years. USA: Cambridge University Press.
  • Folta, E. E. (2010). Investigating the impact on student learning and outdoor science interest through modular serious educational games: A design-based research study (Unpublished doctoral dissertation). North Carolina State University, USA.
  • Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2011). How to design and evaluate research in education (8 th ed.). New York: McGraw-Hill.
  • Gençer, S. (2017). The effect of 'electricity in life' unit of 7th grade in primary schools to student success which has been prepared with educational games (Unpublished master thesis). Amasya University, Turkey.
  • Gillham, B. (2000). Case study research methods. London: Continuum.
  • Glesne, C. (2011). Becoming qualitative researchers: An introduction (4th ed.). Boston, MA: Pearson.
  • Gros, B. (2007). Digital games in education: The design of games based learning environments. Journal of Research on Technology in Education, 40, 23-39.
  • Gürpınar, C. (2017). The impact of pedagogical play-assisted teaching applications on learning outputs in science teaching (Unpublished mastrer thesis). Kırıkkale University, Turkey.
  • Habraken, C. L. (2004). Integrating into chemistry teaching today‘s student's visuospatial talents and skills, and the teaching of today's chemistry's graphical language. Journal of Science Education and Technology, 13(1), 89–94.
  • Harvey, M. M. (2018). Video games and virtual reality as classroom literature: Thoughts, experiences, and learning with 8th grade middle school students (Unpublished doctoral dissertation). University of New Mexico, USA.
  • Hazar, M. (2006). Game education in physical education and sport. Ankara: Tubitay.
  • Huang, T. (2016). The effects of types of reflective scaffolding and language proficiency on the acquisition of physics knowledge in a game-based learning environment (Unpublished doctoral dissertation). New York University, USA.
  • Johnson, R.B., & Christensen, L. (2014). Educational research: Quantitative, qualitative, and mixed approaches (5th ed.). Thousand Oaks, CA: Sage.
  • Koka, V. (2018). The effect of computer aided educational games used in social sciences course (Unpublished master thesis). İnönü University, Turkey.
  • MacKenzie, J. R. (2014). Mıllennial interıor design students’ perceptions concerning game-based learning in a lighting design course (Unpublished master thesis). Colorado State University, USA.
  • Malone, T. W., Lepper, M. R., Snow, R. E., & Farr, M. J. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. Hillside, NJ: Lawrence Erlbaum Associates.
  • Mcmillan, J. H., & Schumacher, S. (2006). Research in education: Evidence-Based inquiry. (6th ed.). Boston, MA: Allyn and Bacon.
  • Michael, D. & Chen, S. (2006) Serious games: Games that educate, train, and inform. Boston, MA: Thomson Course Technology.
  • Miles, M. B. & Huberman, A. M. (1994). Qualitative data analysis: an expande sourcebook (2nd edition). Thousand Oaks, CA: Sage.
  • Neuman, W. L. (2014). Social research methods: Qualitative and quantitative approaches (7th ed.). Essex: Pearson.
  • Nunes, P. S., Soares, A. A., & Catarino, P. (2018). Efeitos da construção de um jogo educativo de matemática nas atitudes e aprendizagem alunos: estudo de caso (Effects of the construction of an educational mathematics game on students' attitudes and learning: case study). Revista Iberoamericana sobre Calidad, Eficacia y Cambio en Educación, 16(4), 5-21.
  • Özgür, H. (2000). Primary school period's children's interest for playgrounds (Unpublished master thesis). Hacettepe University, Turkey.
  • Pehlivan, H. (2014). Game and learning. Ankara: Anı.
  • Peng, L. (2009). Digital science games' impact on sixth and eighth graders' perceptions of science (Unpublished doctoral dissertation). Rhodes University, USA.
  • Rieber, L., Luke, N., & Smith, J. (1998). Project KID DESIGNER: Constructivism through play.
  • Say, S., & Bağ H. (2017). The evaluation of the effect of a newly designed computer game on 7th grade students’ motivation towards science and aggression. EURASIA Journal of Mathematics Science and Technology Education, 13(8), 5379-5393. doi. 10.12973/eurasia.2017.00831a
  • Squire, K., & Jenkins, H. (2003). Harnessing the power of games in education. Insight, 3, 5-33.
  • Stewart, P. M., Jr. (2013). Learning the rules of the game: The nature of game and classroom supports when using a concept-integrated digital physics game in the middle school science classroom (Unpublished doctoral dissertation). Columbia University, USA.
  • Şentürk, C. (2020). The effects of game based scıence learnıng experıences on academıc achıevement, retentıon, attıtudes and learnıng process. Journal of National Education, 49(227), 159-194.
  • Toprac, P. K. (2008). The effects of a problem -based learning digital game on continuing motivation to learn science (Unpublished doctoral dissertation). The University of Texas, USA
  • Yeşilkaya, İ. (2013). 7th grade social science course, teaching the unit of 'science in time' by using the educational game method (Unpublished master thesis). İnönü University, Turkey.
  • Yıldız, E., Şimşek, Ü., & Ağdaş, H. (2018). The effects of educational game-ıntegrated group research method on academic achievement, attitude towards school, and retention of knowledge in teaching regulatory system. Journal of Turkish Science Education, 15 (3), 91-105.
  • Yıldız, E., Şimşek, Ü., & Aras, H. (2016). The effect of the educational game method on academic achievement and motivation towards science learning in teaching of circulatory system. Mustafa Kemal University Journal of Graduate School of Social Sciences, 13(36), 20-32.
  • Yıldız, E., Şimşek, Ü., & Aras, H. (2017). The effect of the educational game method on students’ social skills, attitude towards the school, and sciences learning anxiety. Journal of Necatibey Education Faculty, 11(1), 381-390.
  • Yin, R. K. (2003). Applications of Case Study Research. Sage.
  • Zheng, M., & Hiller, A. S. (2012). Fifth graders' flow experience in a digital game-based science learning environment. International Journal of Virtual and Personal Learning Environments, 5(2), 69-86.

Investigation of Fifth Grade Students' Perceptions about the Educational Game Method

Year 2021, , 1367 - 1396, 29.10.2021
https://doi.org/10.14812/cuefd.841358

Abstract

This study was carried out to determine students' perceptions of the educational game method applied in teaching the subject of "Matter and Change", where they have learning problems. The case study method was used in the study. The participant group consists of six fifth grade students studying in central and rural areas of Erzurum. Unstructured observation, student diaries and semi-structured interviews were used as data collection tools. Content analysis method was used in the analysis of the data. At the end of research it was seen that the educational game method facilitates students' learning, is sufficient in terms of knowledge and concept teaching, provides meaningful learning, increases the motivation of learning by increasing interest and desire, developing a positive attitude towards the lesson, teacher and school, reduces fear and learning anxiety, improves social skills such as working together, helping each other, and tolerance. As a result, it was found that students' perceptions of the educational game method are positive.

Project Number

6267

References

  • Aamondt, S., & Wang, S. (2011). Welcome to your child's brain: How the mind grows from conception to college. USA: Bloomsbury.
  • Akandere, M. (2012). Educational school games. Ankara: Nobel.
  • Anderson, J. L. (2008). The kids got game: Computer/video games, gender and learning outcomes in science classrooms. Doctoral Dissertation, Boston College, USA.
  • Atwood-Blaine, D. (2015). The effect of playing a science center-based mobile game: Affective outcomes and gender differences. (Unpublished doctoral dissertation). Retrieved from http://hdl.handle.net/1808/21680
  • Aymen Peker, E. (2018). Evaluation of teaching the unit of ‘Let's Travel and Learn About The Living World’ for 5th grades with classic educational games and educational games supported with technology (Unpublished doctoral dissertation). Ondokuz Mayıs University, Turkey.
  • Bilen, M. (2002). Plandan Uygulamaya Öğretim. Ankara: Anı Yayıncılık.
  • Boyce, D. A. (2016). The effect of the video game quizlet on the acquisition of science vocabulary for children with learning disabilities (Unpublished master thesis). Rowan University, USA.
  • Bressler, D. M. (2014). Is it all in the game? flow experience and scientific practices during an INPLACE mobile game (Unpublished doctoral dissertation). Lehigh University, USA.
  • Buluş Kırıkkaya, E., & Güllü, D. (2008). İlköğretim beşinci sınıf öğrencilerinin ısı - sıcaklık ve buharlaşma - kaynama konularındaki kavram yanılgıları. İlköğretim Online, 7(1), 15-27.
  • Çelik, O. (2017). Practicing educational games on 5th class students prepared for the 'Classifying Living-Things' unit impression on education manner of conduct and academic success (Unpublished master thesis). Erzincan University, Turkey.
  • Demir, M., & Kurt, H. (2015). Game-based learning-teaching approaches. G. Ekici (Ed.), Learning-teaching approaches with examples of activities-II in (pp.330-375). Ankara: Pegem Academy.
  • Demirel, Ö. (1999). The art of teaching from planning to evaluationAnkara: Pegem A publications.
  • Dowling, A. (2012). Rules of the game: Effects of a game-based metaphor on instructional activity design and the use of student mentors on learning outcomes in a middle school general science class (Unpublished doctoral dissertation). West Virginia University, USA.
  • Dönmez, N. B. (1992). Game book. İstanbul: Demet.
  • Eltem, Ö. (2018). Using the educational games in teaching structure and properties of the material unit in science (Unpublished master thesis). Eskişehir Osmangazi University, Turkey.
  • Espinoza Morales, C. (2017). Learning electron transport chain process in photosynthesis using video and serious game (Unpublished doctoral dissertation). Purdue University, USA.
  • Fanetti, T. M. (2011). The effect of problem-solving video games on the science reasoning skills of college students (Unpublished doctoral dissertation). Purdue University, USA.
  • Fleer, M. (2014). Theorling play in the early years. USA: Cambridge University Press.
  • Folta, E. E. (2010). Investigating the impact on student learning and outdoor science interest through modular serious educational games: A design-based research study (Unpublished doctoral dissertation). North Carolina State University, USA.
  • Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2011). How to design and evaluate research in education (8 th ed.). New York: McGraw-Hill.
  • Gençer, S. (2017). The effect of 'electricity in life' unit of 7th grade in primary schools to student success which has been prepared with educational games (Unpublished master thesis). Amasya University, Turkey.
  • Gillham, B. (2000). Case study research methods. London: Continuum.
  • Glesne, C. (2011). Becoming qualitative researchers: An introduction (4th ed.). Boston, MA: Pearson.
  • Gros, B. (2007). Digital games in education: The design of games based learning environments. Journal of Research on Technology in Education, 40, 23-39.
  • Gürpınar, C. (2017). The impact of pedagogical play-assisted teaching applications on learning outputs in science teaching (Unpublished mastrer thesis). Kırıkkale University, Turkey.
  • Habraken, C. L. (2004). Integrating into chemistry teaching today‘s student's visuospatial talents and skills, and the teaching of today's chemistry's graphical language. Journal of Science Education and Technology, 13(1), 89–94.
  • Harvey, M. M. (2018). Video games and virtual reality as classroom literature: Thoughts, experiences, and learning with 8th grade middle school students (Unpublished doctoral dissertation). University of New Mexico, USA.
  • Hazar, M. (2006). Game education in physical education and sport. Ankara: Tubitay.
  • Huang, T. (2016). The effects of types of reflective scaffolding and language proficiency on the acquisition of physics knowledge in a game-based learning environment (Unpublished doctoral dissertation). New York University, USA.
  • Johnson, R.B., & Christensen, L. (2014). Educational research: Quantitative, qualitative, and mixed approaches (5th ed.). Thousand Oaks, CA: Sage.
  • Koka, V. (2018). The effect of computer aided educational games used in social sciences course (Unpublished master thesis). İnönü University, Turkey.
  • MacKenzie, J. R. (2014). Mıllennial interıor design students’ perceptions concerning game-based learning in a lighting design course (Unpublished master thesis). Colorado State University, USA.
  • Malone, T. W., Lepper, M. R., Snow, R. E., & Farr, M. J. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. Hillside, NJ: Lawrence Erlbaum Associates.
  • Mcmillan, J. H., & Schumacher, S. (2006). Research in education: Evidence-Based inquiry. (6th ed.). Boston, MA: Allyn and Bacon.
  • Michael, D. & Chen, S. (2006) Serious games: Games that educate, train, and inform. Boston, MA: Thomson Course Technology.
  • Miles, M. B. & Huberman, A. M. (1994). Qualitative data analysis: an expande sourcebook (2nd edition). Thousand Oaks, CA: Sage.
  • Neuman, W. L. (2014). Social research methods: Qualitative and quantitative approaches (7th ed.). Essex: Pearson.
  • Nunes, P. S., Soares, A. A., & Catarino, P. (2018). Efeitos da construção de um jogo educativo de matemática nas atitudes e aprendizagem alunos: estudo de caso (Effects of the construction of an educational mathematics game on students' attitudes and learning: case study). Revista Iberoamericana sobre Calidad, Eficacia y Cambio en Educación, 16(4), 5-21.
  • Özgür, H. (2000). Primary school period's children's interest for playgrounds (Unpublished master thesis). Hacettepe University, Turkey.
  • Pehlivan, H. (2014). Game and learning. Ankara: Anı.
  • Peng, L. (2009). Digital science games' impact on sixth and eighth graders' perceptions of science (Unpublished doctoral dissertation). Rhodes University, USA.
  • Rieber, L., Luke, N., & Smith, J. (1998). Project KID DESIGNER: Constructivism through play.
  • Say, S., & Bağ H. (2017). The evaluation of the effect of a newly designed computer game on 7th grade students’ motivation towards science and aggression. EURASIA Journal of Mathematics Science and Technology Education, 13(8), 5379-5393. doi. 10.12973/eurasia.2017.00831a
  • Squire, K., & Jenkins, H. (2003). Harnessing the power of games in education. Insight, 3, 5-33.
  • Stewart, P. M., Jr. (2013). Learning the rules of the game: The nature of game and classroom supports when using a concept-integrated digital physics game in the middle school science classroom (Unpublished doctoral dissertation). Columbia University, USA.
  • Şentürk, C. (2020). The effects of game based scıence learnıng experıences on academıc achıevement, retentıon, attıtudes and learnıng process. Journal of National Education, 49(227), 159-194.
  • Toprac, P. K. (2008). The effects of a problem -based learning digital game on continuing motivation to learn science (Unpublished doctoral dissertation). The University of Texas, USA
  • Yeşilkaya, İ. (2013). 7th grade social science course, teaching the unit of 'science in time' by using the educational game method (Unpublished master thesis). İnönü University, Turkey.
  • Yıldız, E., Şimşek, Ü., & Ağdaş, H. (2018). The effects of educational game-ıntegrated group research method on academic achievement, attitude towards school, and retention of knowledge in teaching regulatory system. Journal of Turkish Science Education, 15 (3), 91-105.
  • Yıldız, E., Şimşek, Ü., & Aras, H. (2016). The effect of the educational game method on academic achievement and motivation towards science learning in teaching of circulatory system. Mustafa Kemal University Journal of Graduate School of Social Sciences, 13(36), 20-32.
  • Yıldız, E., Şimşek, Ü., & Aras, H. (2017). The effect of the educational game method on students’ social skills, attitude towards the school, and sciences learning anxiety. Journal of Necatibey Education Faculty, 11(1), 381-390.
  • Yin, R. K. (2003). Applications of Case Study Research. Sage.
  • Zheng, M., & Hiller, A. S. (2012). Fifth graders' flow experience in a digital game-based science learning environment. International Journal of Virtual and Personal Learning Environments, 5(2), 69-86.
There are 53 citations in total.

Details

Primary Language English
Subjects Studies on Education
Journal Section Article
Authors

Emre Yıldız 0000-0001-6396-9183

Ümit Şimşek 0000-0003-2010-9321

Project Number 6267
Publication Date October 29, 2021
Submission Date December 15, 2020
Published in Issue Year 2021

Cite

APA Yıldız, E., & Şimşek, Ü. (2021). Investigation of Fifth Grade Students’ Perceptions about the Educational Game Method. Çukurova Üniversitesi Eğitim Fakültesi Dergisi, 50(2), 1367-1396. https://doi.org/10.14812/cuefd.841358

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