EN
Development of Educational Math Game
Abstract
The game is an entertainment activity where people who start with the history of humanity have a good time in their spare time. Thanks to the innovations offered by technology in the digital age, people spend their free time in virtual environments. These virtual environments are social media, news sites, video channels as well as digital games. While digital games are a favorite leisure activity for adults, young people are more likely to spend time with digital games. The educational-themed preparation of games, which are currently indispensable leisure time activities for young people, enables them to learn while having fun. It is important to develop educational digital games and present them to young people in accordance with learning. With this awareness, an educational game with mathematical operations activities was developed in the research. In the study, the developmental research method, one of the design-based research method derivatives, was used. In the research, game development stages and mechanics are explained in detail, and the technologies used are presented.
Keywords
References
- Bontchev, B. (2015, July). Customizable 3D video games as educational software. In Proc. of 7th Int. Conf. on Education and New Learning Technologies EDULEARN15 (pp. 6943-6950).
- Brown, A.L. (1992). Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings. Journal of the Learning Sciences, 2 (2), 141–178.
- Cheung, H. L. (2018). Tap to spell: An interactive vocabulary mobile learning game. http://144.214.8.231/handle/2031/8954
- Çankaya, S. & Karamete, A. (2008). Eğitsel bilgisayar oyunlarının öğrencilerin matematik dersine ve eğitsel bilgisayar oyunlarına yönelik tutumlarına etkisi. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 4(2), 115-127.
- Demir, S. & Başol, G. (2014). Bilgisayar destekli matematik öğretiminin (bdmö) akademik başarıya etkisi: Bir metaanaliz çalışması. Educational Sciences: Theory & Practice, 14(5), 2013-2035.
- Durgut, A. (2016). Meslek yüksekokulu öğrencileri için eğitsel matematik oyunu geliştirilmesi ve başarıya etkisinin incelenmesi. Balıkesir Üniversitesi Fen Bilimleri Enstitüsü,Bilgisayar ve Öğretim Teknolojileri Eğitimi Anabilim Dalı, Yüksek Lisans Tezi.
- Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
- Gee, J. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillian.
Details
Primary Language
English
Subjects
-
Journal Section
Conference Paper
Publication Date
December 31, 2021
Submission Date
August 10, 2021
Acceptance Date
October 1, 2021
Published in Issue
Year 2021 Volume: 23