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From Play to Concentration: The Effect of Digital Educational Games on Preschool Children’s Attention Skills

Year 2025, Issue: 27, 17 - 29, 13.02.2025
https://doi.org/10.30786/jef.1459318

Abstract

The purpose of this study is to determine the effect of a digital educational game application on the attention skills of 5-6-year-old children. The research, planned with a quasi-experimental design and pretest posttest control groups, measured children's attention skills using the ‘Concentration Test for Five-Year-Old Children’ (Frankfurter Test Für Funjahrige Konzentration–FTF-K). The study used the MentalUp application, a digital educational game designed to improve the attention skills of preschool children. Sixteen different types of mini-games supporting 13 different attention skills were included in the study. A total of 40 children aged 5-6 years were divided into two groups based on gender. The preschool children were instructed to complete the application in a quiet classroom environment following a pre-posttest design. The results indicated that the digital educational game application significantly improved the children's attention skills. While there was no significant change from pre to posttest scores for the control group, the attention skills of the children in the experimental group were positively affected. The findings extend the current knowledge on attention skills in preschool children, highlighting the necessity of incorporating digital educational games into classroom practices to support attention skills at an early age. This study also provides valid evidence for the dissemination of digital educational games among preschool children.

References

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  • Fleer, M. (2014). The demands and motives afforded through digital play in early childhood activity settings. Learning, Culture and Social Interaction, 3(3), 202-209. https://doi.org/10.1016/j.lcsi.2014.02.012
  • Gentile, D. A., Swing, E. L., Lim, C. G., & Khoo, A. (2012). Video game playing, attention problems, and impulsiveness: Evidence of bidirectional causality. Psychol Pop Media Cult, 1(1), 62-70. https://psycnet.apa.org/doi/10.1037/a0026969
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  • Gözüm, A. İ. C., & Kandır, A. (2018). Frankfurter for Children Aged Five Years Concentration Test (Frankfurter Test Für Funjahrige Konzentrationftf-K) reliability study. Education in a Changing World, 57-66. http://dx.doi.org/10.14527/9786052412480.04
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Oyun Oynamaktan Odaklanmaya: Dijital Eğitsel Oyunların Okul Öncesi Çocukların Dikkat Becerilerine Etkisi

Year 2025, Issue: 27, 17 - 29, 13.02.2025
https://doi.org/10.30786/jef.1459318

Abstract

Bu çalışmanın amacı dijital eğitsel oyun uygulamasının 5-6 yaş çocukların dikkat becerileri üzerine etkisini belirlemektir. Yarı deneysel desende ve ön test-son test kontrol gruplu olarak planlanan araştırmada çocukların dikkat becerileri “Beş Yaş Çocukların Dikkat Toplama Testi” (Frankfurter Test Für Funjahrige Konzentration–FTF-K) ile ölçülmüştür. Bu çalışmada okul öncesi çocukların dikkat becerilerini destekleyecek dijital eğitim oyunu olan MentalUp uygulaması kullanılmıştır. Okul öncesi çağındaki çocukların dikkat becerilerini geliştirmek için 13 farklı dikkat becerisini destekleyen 16 farklı türde mini oyun çalışmaya dahil edilmiştir. 5-6 yaş arası 40 çocuk cinsiyetlerine göre iki gruba ayrılmıştır. Okul öncesi çocukların önson test tasarımı doğrultusunda uygulamayı sınıfta sessiz bir ortamda tamamlamaları istenmiştir. Sonuçlar, dijital eğitsel oyun uygulamasının çocukların dikkat becerilerini önemli ölçüde geliştirdiğini göstermektedir. Kontrol grubunda yer alan çocukların öntest-sontest puanları arasında anlamlı bir değişiklik görülmezken, deney grubunda yer alan çocukların dikkat toplama becerileri olumlu etkilenmiştir. Elde edilen sonuçlar, okul öncesi çocuklarda dikkat becerileri ile ilgili mevcut bilgileri genişleterek, erken dönemde dikkat becerilerinin desteklenmesinde dijital eğitsel oyunları sınıf uygulamaları içerisine dahil etmenin gerekliliğini vurgulamaktadır. Bu çalışma aynı zamanda okul öncesi çocuklarda dijital eğitsel oyunların yaygınlaştırılması konusunda da geçerli kanıtlar sağlamaktadır.

References

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  • Amorim, A. N., Jeon, L., Abel, Y., Albuquerque, E. X., Soares, M., Silva, V. C., & Neto, J. R. O. (2022). Escribo play learning games can foster early reading and writing for low-income kindergarten children. Computers & Education, 177, 104364. http://doi.org/10.1016/j.compedu.2021.104364
  • Arnott, L. (2013). Are we allowed to blink? Young children’s leadership and ownership while mediating interactions around technologies. International Journal of Early Years Education, 21(1), 97–115. https://doi.org/10.1080/09669760.2013.772049
  • Arnott, L., & Yelland, N. (2020). Multimodal lifeworlds: Pedagogies for play inquiries and explorations. Journal of Early Childhood Education Research, 9(1), 124–146.
  • Behnamnia, N., Kamsin, A., & Ismail, M. A. B. (2020). The landscape of research on the use of digital game-based learning apps to nurture creativity among young children: A review. Thinking Skills and Creativity, 37, 100666. https://doi.org/10.1016/j.tsc.2020.100666
  • Bers, M. U. (2010). Beyond computer literacy: Supporting youth's positive development through technology. New Directions for Youth Development. 2010(128), 13-23. https://doi.org/10.1002/yd.371
  • Bilgin, E. A. (2021). A mobile educational game design for eliminating math anxiety of middle school students. Education Quarterly Reviews, 4(1), 354-361. https://doi.org/10.31014/aior.1993.04.02.251
  • Bıyıklı, C., Işık, P. R., & Doğan, D. (2020). The effects of mindfulness and attention education on attention development of students. Journal of Uludag University Faculty of Education, 33(1), 1-36. https://doi.org/10.19171/uefad.458450
  • Blanchard, J., & Moore, T. (2010). The digital world of young children: Impact on emergent literacy. Pearson Foundation.
  • Bluemke, M., Friedrich, M., & Zumbach, J. (2010). The influence of violent and nonviolent computer games on implicit measures of aggressiveness. Aggressive Behavior: Official Journal of the International Society for Research on Aggression, 36(1), 1-13. https://doi.org/10.1002/ab.20329
  • Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129(3), 387–398. https:// doi.org/10.1016/j.actpsy.2008.09.005.
  • Bozkurt, A. (2014). Homo ludens: Digital games and education. Journal of Educational Technology Research, 5(1), 1-21.
  • Büyüköztürk, Ş., Kılıç-Çakmak, E., Akgül, Ö. E., Kardeniz, Ş., & Demirel, F. (2017). Scientific research methods. Pegem Academy.
  • Castellar, E. N., All, A., De Marez, L., & Van Looy, J. (2015). Cognitive abilities, digital games and arithmetic performance enhancement: A study comparing the effects of a math game and paper exercises. Computers & Education, 85, 123-133. https://doi.org/10.1016/j.compedu.2014.12.021
  • Chen, H. L., & Wu, C. T. (2023). A digital role-playing game for learning: Effects on critical thinking and motivation. Interactive Learning Environments, 31(5), 3018-3030. http://dx.doi.org/10.1080/10494820.2021.1916765
  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686. https://doi.org/10.1016/j.compedu.2012.03.004
  • Creswell, J. W. (2003). Research design: Qualitative, quantitative and mixed methods approaches (3rd ed.). Thousand Oaks, CA: Sage.
  • Diamond, A., & Lee, K. (2011). Interventions shown to aid executive function development in children 4 to 12 years old. Science 959, 333(4), 959–964. https://doi.org/10.1126/science.1204529.
  • Efendi, A. (2022). Improve critical thinking skills with informatics educational games. Journal of Education Technology, 6(3). 521-530. https://doi.org/10.23887/jet.v6i3.48637
  • Eichenbaum, A., Bavelier, D., & Green, C. S. (2014). Video games play that can do serious good. American Journal of Play, 7(1), 50–73.
  • Feng, J., Spence, I., & Pratt, J. (2007). Playing an action video game reduces gender differences in spatial cognition. Psychological Science, 18(10), 850–855. https://doi.org/10.1111/j.1467-9280.2007. 01990.x.
  • Fitriyadi, N., & Wuryandani, W. (2021). Is educational game effective in improving critical thinking skills. Jurnal Prmia Edukasia, 9(1), 107-117. http://dx.doi.org/10.21831/jpe.v9i1.35475
  • Fleer, M. (2014). The demands and motives afforded through digital play in early childhood activity settings. Learning, Culture and Social Interaction, 3(3), 202-209. https://doi.org/10.1016/j.lcsi.2014.02.012
  • Gentile, D. A., Swing, E. L., Lim, C. G., & Khoo, A. (2012). Video game playing, attention problems, and impulsiveness: Evidence of bidirectional causality. Psychol Pop Media Cult, 1(1), 62-70. https://psycnet.apa.org/doi/10.1037/a0026969
  • Gözalan-Alkan, E., & Koçak, N. (2018). Investigation of the effect of play-based attention training programme on the attention gathering skill levels of 5-6-year-old children. International Journal of Educational Sciences and Learning Technologies, 1(1), 9-15. https://doi.org/10.18493/kmusekad.12328
  • Gözüm, A. İ. C., & Kandır, A. (2018). Frankfurter for Children Aged Five Years Concentration Test (Frankfurter Test Für Funjahrige Konzentrationftf-K) reliability study. Education in a Changing World, 57-66. http://dx.doi.org/10.14527/9786052412480.04
  • Gözüm, A. İ. C., & Kandır, A. (2020). Examination of the playfulness tendency and concentration levels of preschool children according to the time spent playing dijital games. Journal of Kazım Karabekir Education Faculty, 41, 82-100. https://doi.org/10.33418/ataunikkefd.777424
  • Griffith, S. F., Hagan, M. B., Heymann, P., Heflin, B. H., & Bagner, D. M. (2020). Apps as learning tools: A systematic review. Pediatrics, 145(1), e20191579.
  • Hamilton, M., Clarke-Midura, J., Shumway, J. F., & Lee, V. (2020) An emerging technology report on computational toys in early childhood. Tech Know Learn, 25(1), 213–224. https://doi.org/10.1007/s10758-019-09423-8
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There are 68 citations in total.

Details

Primary Language English
Subjects Early Childhood Education
Journal Section Makaleler
Authors

Aylin Sop 0000-0003-4962-0326

Buse Hançer 0000-0002-2559-2837

Publication Date February 13, 2025
Submission Date March 28, 2024
Acceptance Date July 28, 2024
Published in Issue Year 2025 Issue: 27

Cite

APA Sop, A., & Hançer, B. (2025). From Play to Concentration: The Effect of Digital Educational Games on Preschool Children’s Attention Skills. Journal of Education and Future(27), 17-29. https://doi.org/10.30786/jef.1459318
AMA Sop A, Hançer B. From Play to Concentration: The Effect of Digital Educational Games on Preschool Children’s Attention Skills. JEF. February 2025;(27):17-29. doi:10.30786/jef.1459318
Chicago Sop, Aylin, and Buse Hançer. “From Play to Concentration: The Effect of Digital Educational Games on Preschool Children’s Attention Skills”. Journal of Education and Future, no. 27 (February 2025): 17-29. https://doi.org/10.30786/jef.1459318.
EndNote Sop A, Hançer B (February 1, 2025) From Play to Concentration: The Effect of Digital Educational Games on Preschool Children’s Attention Skills. Journal of Education and Future 27 17–29.
IEEE A. Sop and B. Hançer, “From Play to Concentration: The Effect of Digital Educational Games on Preschool Children’s Attention Skills”, JEF, no. 27, pp. 17–29, February 2025, doi: 10.30786/jef.1459318.
ISNAD Sop, Aylin - Hançer, Buse. “From Play to Concentration: The Effect of Digital Educational Games on Preschool Children’s Attention Skills”. Journal of Education and Future 27 (February 2025), 17-29. https://doi.org/10.30786/jef.1459318.
JAMA Sop A, Hançer B. From Play to Concentration: The Effect of Digital Educational Games on Preschool Children’s Attention Skills. JEF. 2025;:17–29.
MLA Sop, Aylin and Buse Hançer. “From Play to Concentration: The Effect of Digital Educational Games on Preschool Children’s Attention Skills”. Journal of Education and Future, no. 27, 2025, pp. 17-29, doi:10.30786/jef.1459318.
Vancouver Sop A, Hançer B. From Play to Concentration: The Effect of Digital Educational Games on Preschool Children’s Attention Skills. JEF. 2025(27):17-29.

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