Examining the pre-service science teachers views on intelligence games used in science teaching
Year 2024,
Volume: 12 Issue: 2, 47 - 62, 30.06.2024
Ramazan Semih Yazgan
,
Gamze Tezcan
Abstract
In this study, the relationship between classroom teachers' professional commitment and This study aims to examine pre-service science teachers' views on the use of different intelligence games in science teaching. The research was designed in a case study pattern. The research study group consists of 19 second-year pre-service teachers studying in the science teaching undergraduate program at a state university in the fall semester of the 2020-2021 academic year. Intelligence games were introduced to the participants in the online seminars given for 6 weeks. They were asked to plan a science teaching related to the intelligence game of the week and to fill out a form to express their opinions every week, and at the end of the seminars a focus group interview was conducted. Data collected through weekly opinion forms was analyzed through content analysis and the data gathered from focus group interviews were analyzed through descriptive analysis. At the end, it has been understood that pre-service science teachers generally think that intelligence games are useful for science teaching and believe that they make learning permanent and fun in science education. The opinions of pre-service science vary depending on the game. While preservice teachers evaluated Magic Pyramid and Missing Words as the most useful intelligence games for science teaching, they found the Kendoku game less suitable for science teaching.
Ethical Statement
This article is derived from the first author's master's thesis, which was carried out under the supervision of the second author. Contributions of the Researchers; All authors contributed to the manuscript equally. Ethical Committee Permissions; In this study, all rules stated to be followed within the scope of "Higher Education Institutions Scientific Research and Publication Ethics Directive" were followed. None of the actions stated under the title "Actions Against Scientific Research and Publication Ethics", which is the second part of the directive, were not taken. The study was approved by the Çanakkale Onsekiz Mart University Graduate Education Insttute Ethics Committee (Date: 4 /12/ 2020, Number: 06/02).
Supporting Institution
The authors declared that this research received no specific grant from any funding agency in the public, commercial, or not-forprofit sectors. Conflict of Interest; The authors have disclosed no conflict of interest.
References
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- Gürbüz, S., & Şahin, F. (2017). Sosyal bilimlerde araştırma yöntemleri (Research in Social Sciences) (4th Edition). Seçkin..
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- Li, M. C., & Tsai, C. C. (2013). Game-based learning in science education: Areview of relevant research. Journal of Science Education and Technology, 22, 877–898.
- Ministry of National Education of Türkiye (MoNET)(2016). Ortaokul ve imam hatip ortaokulu zekâ oyunları 5, 6, 7 v e 8. Sınıflar: Öğretmenler İçin Öğretim Materyali. (2. baskı). Devlet Kitapları.
- Ministry of National Education of Türkiye (MoNET) (2013). Ortaokul ve İmam Hatip Ortaokulu Zekâ Oyunları Dersi Öğretim Programı (5, 6, 7 ve 8. Sınıflar) [Elementary School Intelligence Game Teaching Program (5th, 6th, 7th and 8th Grades)]. Retrieved from https://mufredat.meb.gov.tr/Dosyalar/202152512057724-zeka_oyunlari.pdf.
- Ministry of National Education of Türkiye (MoNET) (2018). Fen Bilimleri dersi öğretim programı (ilkokul ve ortaokul 3., 4., 5., 6., 7., ve 8. Sınıflar) [Science Teaching Program (Primary and Elementary 3rd, 4th, 5th, 6th , 7th and 8th Grades]. Retrieved from https://mufredat.meb.gov.tr/Dosyalar/201812312311937-FEN%20B%C4%B0L%C4%B0MLER%C4%B0%20%C3%96%C4%9ERET%C4%B0M%20PROGRAMI2018.pdf
- Myers, R.D. & Reigeluth, C.M. (2017). Designing games for learning. C.M. Reigeluth, B.J. Beatty, R.D. Myers (Eds.), Instructional-design Theories and Models. The Learner-Centered Paradigm of Education, Routledge, New York, NY (2017), pp. 205-242.
- Orak, S., Karademir, E. & Artvinli, E. (2016). Orta Asya’daki zekâ ve strateji oyunları destekli öğretime dayalı uygulamaların akademik başarıya ve tutuma etkisi (The effects of intelligence and strategy games in central asia-supported mathematics learning achievement and attıtude). Eskişehir Osmangazi Üniversitesi Türk Dünyası Uygulama ve Araştırma Merkezi (ESTÜDAM) Eğitim Dergisi, 1(1), 1-18.
- Ott, M., & Pozzi, F. (2012). Digital games as creativity enablers for children. Behaviour ve Information Technology, 31(10), 1011-1019.
- Prensky, M. (2008). Students as designers and creators of educational computer games: who else? British
Journal of EducationalTechnology, 39(6), 1004-1019.
- Savaş, M. A. (2019). Zekâ Oyunları eğitiminin fen bilimleri öğretmen adaylarının eleştirel düşünme becerileri üzerine etkisi. (The effects of intelligence games education on prospective science teachers' critical thinking skills). Master’s Thesis, Bartın University, Bartın.
- Tavşancıl, E. & Aslan, E. (2001). Sözel, yazılı ve diğer materyaller için içerik analizi ve uygulama örnekleri (Content analysis and application examples for verbal, written and other materials). Epsilon.
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- Yazıcıoğlu, S., & Çavuş Güngören, S. (2021). Game-based activities related to light and sound unit and students views. Journal of Inquiry Based Activities, 11(1), 51–68.
- Yazıcıoğlu, S., & Çavuş Güngören, S. (2019). Investigate the effect of game-based activities on middle school students' science learning according to achievement, motivation, attitude and gender variables.Necatibey Faculty of Education Electronic Journal of Science and Mathematics Education,13(1), 389–413.
- Yıldırım, A. & Şimşek, H. (2016). Nitel Araştırma Yöntemleri (Qualitative Research Methods). Seçkin..
- Yöndemli, E. N. & Taş, İ. D., (2018). Zekâ oyunlarının ortaokul düzeyindeki öğrencilerde matematiksel muhakeme yeteneğine olan etkisi (The effect of intelligence games on secondary school students’ mathematical reasoning skills). Turkish Journal Of Primary Education, 3(2), 46-62.
- Yükseltürk, E., Ilhan, F., & Altiok, S. (2022). Preservice teachers’ views about the use of mind and intelligence games in education. Participatory Educational Research, 9(6), 398-417.
Year 2024,
Volume: 12 Issue: 2, 47 - 62, 30.06.2024
Ramazan Semih Yazgan
,
Gamze Tezcan
References
- Aksoy, N. C. (2014). Dijital oyun tabanlı matematik öğretiminin ortaokul 6. sınıf öğrencilerinin başarılarına, başarı güdüsü, öz-yeterlik ve tutum özelliklerine etkisi (Effects of digital game-based mathematics teaching on 6th grades students' achievement, motivation, attitude and self-efficacy). Doctoral Dissertation. Gazi University, Ankara.
- Alkaş Ulusoy, Ç., Saygi, E.& Umay, A. (2017). İlköğretim matematik öğretmenlerinin zekâ oyunları dersi ile ilgili görüşleri (Views of elementary mathematics teachers about mental games course). Hacettepe University Journal of Education, 32(2), 280-294. https://doi.org/10.16986/HUJE.2016018494
- Altun, M. (2017). Fiziksel etkinlik kartları ile zeka oyunlarının ilkokul öğrencilerinin dikkat ve görsel algı düzeylerine etkisi (The effects of the physical activity cards and brai̇n teasers to the attention and visual perception levels of the primary school students). Doctoral Dissertation. Gazi University, Ankara.
- Alessi, S. M. & Trollip, S. R. (2001). Multimedia For Learning (3rd ed.), Allynand Bacon.
- Arslan, A., ve Dilci, T. (2018). Çocuk oyunlarının çocukların gelişim alanlarına yönelik etkilerinin geçmiş ve günümüz bağlamında incelenmesi (Sivas ili örneklemi) [Games of children's in the context of a study of the effects of past and present for development areas of childrens (sivas province sampling)]. The Journal of Fırat University International Social Sciences, 28(1), 47-59. https://doi.org/10.18069/firatsbed.388064
- Bottino, R. M., Ferlino, L., Ott, M. & Tavella, M. (2007). Developing strategic and reasoning abilities with computer games at primary school level. Computers and Education, 49(4), 1272-1286.
- Bottino, R. M., & Ott, M. (2006). Mindgames, reasoningskills, and the primary school curriculum. Learning Media And Technology, 31(4), 359-375.
- Can, D. (2020). Sınıf öğretmeni adaylarının zekâ oyunlarını öğretim süreciyle bütünleştirmeye yönelik görüşleri (Views of Pre-Service Primary School Teachers’ About Integration of Mind Games with Teaching Process). The Journal of Buca Faculty of Education, 50, 172-190.
- Çağan, B. & Usta, N. (2023). Akıl ve zekâ oyunlarının ortaokul öğrencilerinin matematik başarısına etkisinin incelenmesi (Investigation of the effect of mind and intelligence games on the mathematics achievement of middle school students.) International Academic Social Resources Journal, 8(52), 3331-3341. http://Dx.Doi.Org/10.29228/Asrjou Rnal.71353
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- Creswell, J. W. (2014). Research design: qualitative, quantitative and mixed methods approaches (4th Edition). Sage.
- Çetin, A., & Özbuğutu, E. (2020). Fen bilgisi öğretmen adaylarının akıl-zeka oyunları ile ilgili görüşleri (the opinions of pre-service science teachers about mental-intelligence games ). Dicle University The Journal of Ziya Gökalp Education Faculty, 1(37), 93-99. http://dx.doi.org/10.14582/DUZGEF.2020.144
- Demirel, T. (2015). Zekâ oyunlarının Türkçe ve matematik derslerinde kullanılmasının ortaokul öğrencileri üzerindeki bilişsel ve duyuşsal etkisinin değerlendirilmesi (Evaluating cognitive and affective effects of using mind games in Turkish and Mathematics courses on secondary school students) Doctoral Dissertation. Atatürk University, Erzurum.
- Devecioğlu, Y. & Karadağ, Z. (2014). Amaç, beklenti ve öneriler bağlamında zekâ oyunları dersinin değerlendirilmesi (Evaluation of mind puzzle course at the context of goals, expectations and recommendations). Journal of Bayburt University Faculty of Education,9(1), 41-61.
- Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers and Education, 49(3), 873-890.
- Erdoğan, A., Eryılmaz Çevirgen, A. & Atasay, M. (2017). Oyunlar ve matematik öğretimi: stratejik zekâ oyunlarının sınıflandırılması (Games and Mathematics Teaching: A Classification of Strategic Brain Games). Uşak University Journal of Social Sciences, 10(Erte Special Issue), 287-311. https://Doi.Org/10.12780/Usaksosbil.373867
- Genç, M. (2012). Öğretmenlerin çoklu zekâ alanları ile problem çözme becerileri arasındaki ilişkinin incelenmesi (Investigating of the relation between theteachers’ multiple intelligences and problem solving skills). Bartın University Journal of Faculty of Education, 1(1), 77-88.
- Gürbüz, S., & Şahin, F. (2017). Sosyal bilimlerde araştırma yöntemleri (Research in Social Sciences) (4th Edition). Seçkin..
- Kel, S., & Kul, B. (2021). Akıl ve zekâ oyunlarının öğrencilere katkıları: eğitmenlerin görüşleri (The Contribution of Mind and Intelligence Games to Students: Views of Instructors) International Journal of Science and Education, 4(3), 207-225. https://Doi.Org/10.47477/Ubed.840868
- Kurupınar, A., Yüksel, İ., & Kurt, H. (2022). Views of secondary school science, pre-school and primary school teachers on science education with intelligence games. International Journal Of Education And Literacy Studies, 10(1), 48-57.
- Li, M. C., & Tsai, C. C. (2013). Game-based learning in science education: Areview of relevant research. Journal of Science Education and Technology, 22, 877–898.
- Ministry of National Education of Türkiye (MoNET)(2016). Ortaokul ve imam hatip ortaokulu zekâ oyunları 5, 6, 7 v e 8. Sınıflar: Öğretmenler İçin Öğretim Materyali. (2. baskı). Devlet Kitapları.
- Ministry of National Education of Türkiye (MoNET) (2013). Ortaokul ve İmam Hatip Ortaokulu Zekâ Oyunları Dersi Öğretim Programı (5, 6, 7 ve 8. Sınıflar) [Elementary School Intelligence Game Teaching Program (5th, 6th, 7th and 8th Grades)]. Retrieved from https://mufredat.meb.gov.tr/Dosyalar/202152512057724-zeka_oyunlari.pdf.
- Ministry of National Education of Türkiye (MoNET) (2018). Fen Bilimleri dersi öğretim programı (ilkokul ve ortaokul 3., 4., 5., 6., 7., ve 8. Sınıflar) [Science Teaching Program (Primary and Elementary 3rd, 4th, 5th, 6th , 7th and 8th Grades]. Retrieved from https://mufredat.meb.gov.tr/Dosyalar/201812312311937-FEN%20B%C4%B0L%C4%B0MLER%C4%B0%20%C3%96%C4%9ERET%C4%B0M%20PROGRAMI2018.pdf
- Myers, R.D. & Reigeluth, C.M. (2017). Designing games for learning. C.M. Reigeluth, B.J. Beatty, R.D. Myers (Eds.), Instructional-design Theories and Models. The Learner-Centered Paradigm of Education, Routledge, New York, NY (2017), pp. 205-242.
- Orak, S., Karademir, E. & Artvinli, E. (2016). Orta Asya’daki zekâ ve strateji oyunları destekli öğretime dayalı uygulamaların akademik başarıya ve tutuma etkisi (The effects of intelligence and strategy games in central asia-supported mathematics learning achievement and attıtude). Eskişehir Osmangazi Üniversitesi Türk Dünyası Uygulama ve Araştırma Merkezi (ESTÜDAM) Eğitim Dergisi, 1(1), 1-18.
- Ott, M., & Pozzi, F. (2012). Digital games as creativity enablers for children. Behaviour ve Information Technology, 31(10), 1011-1019.
- Prensky, M. (2008). Students as designers and creators of educational computer games: who else? British
Journal of EducationalTechnology, 39(6), 1004-1019.
- Savaş, M. A. (2019). Zekâ Oyunları eğitiminin fen bilimleri öğretmen adaylarının eleştirel düşünme becerileri üzerine etkisi. (The effects of intelligence games education on prospective science teachers' critical thinking skills). Master’s Thesis, Bartın University, Bartın.
- Tavşancıl, E. & Aslan, E. (2001). Sözel, yazılı ve diğer materyaller için içerik analizi ve uygulama örnekleri (Content analysis and application examples for verbal, written and other materials). Epsilon.
- Uzun, L., Çetinavci, U. R., Korkmaz, S. & Salihoglu, U. M. (2013). Developing and applying a foreign language vocabulary learning and practicing game: the effect of vocaword. Online Submission, 5(1), 50-70.
- Yazıcıoğlu, S., & Çavuş Güngören, S. (2021). Game-based activities related to light and sound unit and students views. Journal of Inquiry Based Activities, 11(1), 51–68.
- Yazıcıoğlu, S., & Çavuş Güngören, S. (2019). Investigate the effect of game-based activities on middle school students' science learning according to achievement, motivation, attitude and gender variables.Necatibey Faculty of Education Electronic Journal of Science and Mathematics Education,13(1), 389–413.
- Yıldırım, A. & Şimşek, H. (2016). Nitel Araştırma Yöntemleri (Qualitative Research Methods). Seçkin..
- Yöndemli, E. N. & Taş, İ. D., (2018). Zekâ oyunlarının ortaokul düzeyindeki öğrencilerde matematiksel muhakeme yeteneğine olan etkisi (The effect of intelligence games on secondary school students’ mathematical reasoning skills). Turkish Journal Of Primary Education, 3(2), 46-62.
- Yükseltürk, E., Ilhan, F., & Altiok, S. (2022). Preservice teachers’ views about the use of mind and intelligence games in education. Participatory Educational Research, 9(6), 398-417.