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Akıl ve Zeka Oyunlarının Öğrencilerin Bilişsel, Duyuşsal ve Psikomotor Alan Gelişimine Katkıları

Year 2025, Volume: 5 Issue: 1, 92 - 112, 25.07.2025

Abstract

Bu çalışma akıl ve zeka oyunlarının (satranç, mancala, kulami, reversi, küre, pentago) ortaokul öğrencilerinin (5.-6.-7. sınıflar) bilişsel, duyuşsal ve psikomotor alan gelişimine katkılarını öğretmenlerin, velilerin ve öğrencilerin görüşlerine göre incelemeyi amaçlamaktadır. Nitel araştırma tasarımı ve tekli durum çalışması olarak desenlenen bu çalışmada katılımcıları belirlemek için amaçlı örnekleme kullanılmıştır. Katılımcılar, 2022-2023 eğitim öğretim yılında bir ortaokuldan 30 öğrenci, 10 öğretmen ve 10 veliden oluşmaktadır. Veriler yarı yapılandırılmış görüşme formları aracılığıyla yüzyüze gerçekleştirilmiştir. Verilerin analizinde betimsel analiz ve tematik kodlama kullanılmıştır. Sonuçlar, akıl ve zeka oyunları, düşünme becerileri, akademik başarı, karar verme açısından bilişsel alan gelişimine önemli katkılarının olduğunu ortaya koymaktadır. Bulgulara göre akıl ve zeka oyunları düşünme becerileri, akademik başarı, karar verme yetenekleri ve sosyal öğrenme boyutları açısından bilişsel alan gelişimine; değerler eğitimi, sosyal beceriler, motivasyon ve tutum boyutları açısından duyuşsal alan gelişimine; koordinasyon açısından psikomotor alan gelişimine katkıda bulunmuştur. Bu bulgulardan yola çıkarak zihin ve zekâ oyunlarının okul öncesinden üniversiteye kadar olan eğitim programlarına dâhil edilmesi, okullara oyun materyalleri için destek sağlanması ve öğretmenlerin bu oyunları sınıfta kullanmaları için eğitilmeleri önerilmektedir.

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The Role of Mind and Intelligence Games in Supporting Student Development: A Focus on Cognitive, Affective, and Psychomotor Domains

Year 2025, Volume: 5 Issue: 1, 92 - 112, 25.07.2025

Abstract

his study aims to examine the contributions of mind and intelligence games (chess, mancala, kulami, reversi, globe, pentago) to the cognitive, affective, and psychomotor domain development of secondary school students (5th-6th-7th grades) according to the views of teachers, parents, and students. As a qualitative research design and a case study, this study employed purposive sampling to determine participants. The participants consisted of 30 students, 10 teachers, and 10 parents from a secondary school during the 2022-2023 academic year. An interview was preferred as the data collection technique. Student interviews were conducted using a focused interview technique at each grade level. Semi-structured interview forms were used as the data collection tool. Descriptive analysis and thematic coding were employed for data analysis. According to the findings, mind and intelligence games contributed to cognitive domain development in terms of thinking skills, academic achievement, decision-making abilities, and social learning dimensions; affective domain development in terms of values education, social skills, motivation, and attitudes dimensions; and psychomotor domain development in terms of coordination, fine motor skills, and reflex dimensions. Based on these findings, it is recommended that mind and intelligence games be included in curricula from preschool to university, that schools receive support for game materials, and that teachers receive training to use these games in the classroom.

References

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  • Almeida, C., Kalinowski, M., Uchoa, A., & Feijo, B. (2023). Negative effects of gamification in education software: Systematic mapping and practitioner perceptions. Information and Software Technology, 156(C), 107142. https://doi.org/10.1016/j.infsof.2022.107142
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  • Çelebi, N., Güner, H., Taşçı Kaya, G., & Korumaz, T. (2014). Analysis of international tests (PISA, TIMSS and PIRLS) in the context of neoliberal education policies and equality of opportunity in education. Journal of History Culture and Art Research, 3 (3), 33-75. DOI: 10.7596/taksad.v3i3.329.Çelik, N. (2024). İlkokullarda akıl ve zekâ oyunlarıyla ilgili yapılan çalışmaların incelenmesi. Türkiye Eğitim Dergisi, 9(1), 123-136. https://doi.org/10.54979/turkegitimdergisi.1446873.
  • Demirel, T. (2015). Evaluating cognitive and affective effects of using mind games in Turkish and Mathematics courses on secondary school students. (Thesis No: 418220) [Doctoral Dissertation, Atatürk University]. Turkish Council of Higher Education Theses Center.
  • Demirkaya, C. & Masal, M. (2017). The effect of geometric-mechanic games based activities on the spatial skills of secondary school students. Sakarya University Journal of Education, 7(3), 600-610.
  • Dempsey, J. V., Haynes, L. L., Lucassen, B. A. & Casey, M. S. (2002). Forty simple computer games and what they could mean to educators. Simulation Gaming, 33(2), 157-168.
  • Devecioğlu, Y. & Karadağ, Z. (2014). Evaluation of mind puzzle course at the context of goals, expectations and recommendations. Bayburt University Faculty of Education Journal, 9(1). 41-61.
  • Durulan, D. (2022). Investigation of the effect of mind and intelligence games on preschool children's attention and visual perception levels. (Thesis No: 786229) [Master’s thesis, Aydın Adnan Menderes University] Turkish Council of Higher Education Theses Center.
  • Durulan, D. & Angın, D. E. (2023). Investigation of the effect of mind and intelligence games on preschool children's attention and visual perception levels. Dokuz Eylül University Journal of the Institute of Social Sciences, 25(1), 333-357.
  • Erdoğan, A., Eryılmaz Çevirgen, A., & Atasay, M. (2017). Games and mathematics teaching: A classification of strategic brain games. Uşak University Journal of Social Sciences, 10, 287-311.
  • Fleer, M. (2013). Theorising play in the early years. UK: Cambridge University Press.
  • Gall, M. D., Gall, J. P. & Borg, W. R. (2003). Educational research: An introduction (7th ed.). Pearson.
  • Gülle, T. & Vatansever Bayraktar, H. (2023). Benefits of using mind and intelligence games in education. International Academic Social Resources Journal, 8(48), pp 2582-2594. http://dx.doi.org/10.29228/ASRJOURNAL.68927
  • Güneş, A. M. (2023). Metaphorical perceptions of teacher candidates towards mind and intelligence games.MANAS Journal of Social Studies, 12(2), 424-435. doi:10.33206/mjss.1217646
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There are 72 citations in total.

Details

Primary Language English
Subjects Curriculum and Instration (Other)
Journal Section Research Articles
Authors

Aslı Erol 0000-0003-2479-6835

Asuman Seda Saracaloğlu 0000-0001-7980-0892

Beste Dinçer 0000-0002-9264-3665

Publication Date July 25, 2025
Submission Date February 12, 2025
Acceptance Date July 2, 2025
Published in Issue Year 2025 Volume: 5 Issue: 1

Cite

APA Erol, A., Saracaloğlu, A. S., & Dinçer, B. (2025). The Role of Mind and Intelligence Games in Supporting Student Development: A Focus on Cognitive, Affective, and Psychomotor Domains. Education & Youth Research, 5(1), 92-112.

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