Research Article
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Preservice Teachers’ Views about the Use of Mind and Intelligence Games in Education

Year 2022, Volume: 9 Issue: 6, 398 - 417, 01.11.2022
https://doi.org/10.17275/per.22.145.9.6

Abstract

Games, which are fun activities, have some benefits for learning environments when used educationally; they play an essential role in children’s physical, mental, social, emotional, and language development. Similarly, mind and intelligence games can improve the cognitive abilities of individuals by improving their basic reasoning and problem-solving skills. This qualitative case study examines preservice teachers' views on the use of mind and intelligence games in education and their effects on individuals. Researchers collected the data using a semi-structured interview guide they developed, through focus group interviews with twenty-seven preservice teachers who were enrolled in and completed an elective course offered at the faculty of education in the fall of 2021. According to the findings, preservice teachers mentioned the advantages and disadvantages of mind and intelligence games according to the type of media. The findings showed that mathematics is a more appropriate course for using the mind and intelligence games, followed by primary school courses, psychological counseling, and social sciences courses. The preservice teachers found mind and intelligence games eligible to support primarily cognitive skills involved in remembering, understanding, applying, analyzing, evaluating, and creating. Furthermore, co-operation and sociability are the skills that were more frequently referred to by preservice teachers, along with other skills, including persistence, achievement motivation, and self-efficacy.

Supporting Institution

Kırıkkale University Scientific Research Projects Coordinator

Project Number

2021/008

References

  • Ahmad, F., Zongwei, L., Ahmed, Z., & Muneeb, S. (2020). Behavioral profiling: a generationwide study of players’ experiences during brain games play. Interactive Learning Environments, 0(0), 1–14. https://doi.org/10.1080/10494820.2020.1827440
  • Akcaoglu, M., Jensen, L. J., & Gonzalez, D. (2021). Understanding children’s problem-solving strategies in solving game-based logic problems. International Journal of Technology in Education and Science (IJTES), 5(2), 245-257. https://doi.org/10.46328/ijtes.98
  • Akçelik, D., & Eyüp, B. (2021). The Effect of Intelligence Games on the Vocabulary Knowledge of Refugee Students Learning Turkish as the Second Language. Education Quarterly Reviews, 4(2). https://doi.org/10.31014/aior.1993.04.02.264
  • Anderson, L. W., & Krathwohl, D. R. (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom's taxonomy of educational objectives. Longman,.
  • Ayperi, D. S. (2016). An investigation on the effectiveness of chess training on creativity and theory of mind development at early childhood. Educational Research and Reviews, 11(11), 1056–1063. https://doi.org/10.5897/err2016.2676
  • Bartolucci, M., Mattioli, F., & Batini, F. (2019). Do board games make people smarter? Two initial exploratory studies. International Journal of Game-Based Learning, 9(4), 1–14. https://doi.org/10.4018/IJGBL.2019100101
  • Bas, O., Kuzu, O., & Gök, B. (2020). The Effects of Mind Games on Higher Level Thinking Skills in Gifted Students. Journal of Education and Future, 1–13. https://doi.org/10.30786/jef.506669
  • Battelle for Kids. (2019). Framework for 21st century learning. Partnership For 21st Century Learning. Retrieved from http://www.battelleforkids.org/networks/p21/frameworks-resources
  • Bircan, M. A. (2019). Stem eğitimi etkinliklerinin ilkokul dördüncü sınıf öğrencilerinin STEM’e yönelik tutumlarına, 21. yüzyıl becerilerine ve matematik başarılarına etkisi [The effect of stem education activities on attitudes towards stem, 21st century skills and mathematics achievements of fourth grade students]. (Unpublished doctoral thesis). Ondokuz Mayıs University, Türkiye.
  • Bloom, B.S. (Ed.). Engelhart, M.D., Furst, E.J., Hill, W.H., Krathwohl, D.R. (1956). Taxonomy of Educational Objectives, Handbook I: The Cognitive Domain. New York: David McKay Co Inc.
  • 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. https://doi.org/10.1016/j.compedu.2006.02.003
  • Çakıcı, Ş. K., & Yakışan, M. (2020). Sorgulama temelli öğrenme yönteminin öğrencilerin 21. yüzyıl becerilerine ve yansıtıcı düşünme düzeylerine etkisi [The effect of inquiry based learning method on students' 21st century skills and reflective thinking levels]. Gazi Journal of Education Sciences, 6(3), 344-360.
  • Çelik, B. Y. (2021). Dı̇jı̇tal öykü atölyesı̇nı̇n ortaokul öğrencı̇lerı̇nı̇n 21. yüzyıl becerı̇lerı̇ne ve öğrencı̇ başarısına etkı̇sı̇ [The effect of the digital story workshop on middle school students' 21st century skills and academic achievement]. (Unpublished master’s thesis). Bursa Uludağ University, Türkiye.
  • Creswell, J. W., & Poth, C. N. (2016). Qualitative inquiry and research design: Choosing among five approaches. Sage publications.
  • Demirel, T., & Karakus Yilmaz, T. (2019). The effects of mind games in math and grammar courses on the achievements and perceived problem-solving skills of secondary school students. British Journal of Educational Technology, 50(3), 1482–1494. https://doi.org/10.1111/bjet.12624
  • Erdoğan, Ö., Kurt, M. & Toy, M. (2020). Robotik uygulamaların fen bilgisi öğretmen adaylarının bazı 21. yüzyıl becerileri üzerindeki etkisinin incelenmesi [Investigation of the effect of robotic applications on some 21st century skills of science teacher candidates]. Eurasian Journal of Researches in Social and Economics, 7(4), 117-137.
  • Kula, S. S. (2021). Mind Games with the Views of Classroom Teachers. International Journal of Research in Education and Science, 7(3), 747-766.
  • Kuzu, T. S., & Durna, C. (2020). The Effect of Intelligence and Mind Games on Secondary School Students’ Writing Success Cansu DURNA. TOJET: The Turkish Online Journal of Educational Technology, 19(3), 70–79.
  • Ministry of National Education [MoNE]. (2013). Ortaokul ve imam hatip ortaokulu zeka oyunları dersi (5, 6, 7 ve 8. sınıflar) öğretim programı [Intelligence games lesson curriculum for middle school]. Ankara, Türkiye.
  • Ott, M., & Pozzi, F. (2012). Digital games as creativity enablers for children. Behaviour and Information Technology, 31(10), 1011–1019. https://doi.org/10.1080/0144929X.2010.526148
  • Sadıkoğlu, A. (2017). Zekâ ve akıl oyunları dersinin değerler eğitimindeki rolünün öğretmen görüşlerine göre değerlendirilmesi. [Evaluation of the role of intelligence and mind games in value education according to teacher's opinions]. (Unpublished master’s thesis). İstanbul Sabahattin Zaim University and Marmara University Joint Master Program, Türkiye.
  • Sütçü, N. D. (2020). A Study on the Comparison of Geometrical-Mechanical Intelligence Games Activities that are Conducted with Concrete Materials and in Computer Environment. Participatory Educational Research, 8(2), 220-239.
  • Tanın, K. (2021). Stem etkinliklerinin okul öncesi öğretmen adaylarının bilgi işlemsel, eleştirel ve çok boyutlu 21. yüzyıl becerilerine etkisi [The effects of stem activities on pre-school teachers' computational, critical and multidimensional 21st century skills]. (Unpublished master’s thesis). Kastamonu University, Türkiye.
  • Taş, İ. D., & Yöndemli, E. N. (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.
  • Yıldırım, A., & Şimşek, H. (2011). Qualitative research methods in the social sciences. Ankara: Seçkin Publishing.
  • Zengin, L. (2018). Akıl oyunları uygulamasının ilkokul 4. sınıf öğrencilerinin liderlik becerilerine etkisinin incelenmesi [Examining the effectiveness of mind games on leadership skills of fourth grade elementary school students]. The Journal of Academic Social Sciences, 68(68), 568–579. https://doi.org/10.16992/ASOS.13563
Year 2022, Volume: 9 Issue: 6, 398 - 417, 01.11.2022
https://doi.org/10.17275/per.22.145.9.6

Abstract

Project Number

2021/008

References

  • Ahmad, F., Zongwei, L., Ahmed, Z., & Muneeb, S. (2020). Behavioral profiling: a generationwide study of players’ experiences during brain games play. Interactive Learning Environments, 0(0), 1–14. https://doi.org/10.1080/10494820.2020.1827440
  • Akcaoglu, M., Jensen, L. J., & Gonzalez, D. (2021). Understanding children’s problem-solving strategies in solving game-based logic problems. International Journal of Technology in Education and Science (IJTES), 5(2), 245-257. https://doi.org/10.46328/ijtes.98
  • Akçelik, D., & Eyüp, B. (2021). The Effect of Intelligence Games on the Vocabulary Knowledge of Refugee Students Learning Turkish as the Second Language. Education Quarterly Reviews, 4(2). https://doi.org/10.31014/aior.1993.04.02.264
  • Anderson, L. W., & Krathwohl, D. R. (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom's taxonomy of educational objectives. Longman,.
  • Ayperi, D. S. (2016). An investigation on the effectiveness of chess training on creativity and theory of mind development at early childhood. Educational Research and Reviews, 11(11), 1056–1063. https://doi.org/10.5897/err2016.2676
  • Bartolucci, M., Mattioli, F., & Batini, F. (2019). Do board games make people smarter? Two initial exploratory studies. International Journal of Game-Based Learning, 9(4), 1–14. https://doi.org/10.4018/IJGBL.2019100101
  • Bas, O., Kuzu, O., & Gök, B. (2020). The Effects of Mind Games on Higher Level Thinking Skills in Gifted Students. Journal of Education and Future, 1–13. https://doi.org/10.30786/jef.506669
  • Battelle for Kids. (2019). Framework for 21st century learning. Partnership For 21st Century Learning. Retrieved from http://www.battelleforkids.org/networks/p21/frameworks-resources
  • Bircan, M. A. (2019). Stem eğitimi etkinliklerinin ilkokul dördüncü sınıf öğrencilerinin STEM’e yönelik tutumlarına, 21. yüzyıl becerilerine ve matematik başarılarına etkisi [The effect of stem education activities on attitudes towards stem, 21st century skills and mathematics achievements of fourth grade students]. (Unpublished doctoral thesis). Ondokuz Mayıs University, Türkiye.
  • Bloom, B.S. (Ed.). Engelhart, M.D., Furst, E.J., Hill, W.H., Krathwohl, D.R. (1956). Taxonomy of Educational Objectives, Handbook I: The Cognitive Domain. New York: David McKay Co Inc.
  • 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. https://doi.org/10.1016/j.compedu.2006.02.003
  • Çakıcı, Ş. K., & Yakışan, M. (2020). Sorgulama temelli öğrenme yönteminin öğrencilerin 21. yüzyıl becerilerine ve yansıtıcı düşünme düzeylerine etkisi [The effect of inquiry based learning method on students' 21st century skills and reflective thinking levels]. Gazi Journal of Education Sciences, 6(3), 344-360.
  • Çelik, B. Y. (2021). Dı̇jı̇tal öykü atölyesı̇nı̇n ortaokul öğrencı̇lerı̇nı̇n 21. yüzyıl becerı̇lerı̇ne ve öğrencı̇ başarısına etkı̇sı̇ [The effect of the digital story workshop on middle school students' 21st century skills and academic achievement]. (Unpublished master’s thesis). Bursa Uludağ University, Türkiye.
  • Creswell, J. W., & Poth, C. N. (2016). Qualitative inquiry and research design: Choosing among five approaches. Sage publications.
  • Demirel, T., & Karakus Yilmaz, T. (2019). The effects of mind games in math and grammar courses on the achievements and perceived problem-solving skills of secondary school students. British Journal of Educational Technology, 50(3), 1482–1494. https://doi.org/10.1111/bjet.12624
  • Erdoğan, Ö., Kurt, M. & Toy, M. (2020). Robotik uygulamaların fen bilgisi öğretmen adaylarının bazı 21. yüzyıl becerileri üzerindeki etkisinin incelenmesi [Investigation of the effect of robotic applications on some 21st century skills of science teacher candidates]. Eurasian Journal of Researches in Social and Economics, 7(4), 117-137.
  • Kula, S. S. (2021). Mind Games with the Views of Classroom Teachers. International Journal of Research in Education and Science, 7(3), 747-766.
  • Kuzu, T. S., & Durna, C. (2020). The Effect of Intelligence and Mind Games on Secondary School Students’ Writing Success Cansu DURNA. TOJET: The Turkish Online Journal of Educational Technology, 19(3), 70–79.
  • Ministry of National Education [MoNE]. (2013). Ortaokul ve imam hatip ortaokulu zeka oyunları dersi (5, 6, 7 ve 8. sınıflar) öğretim programı [Intelligence games lesson curriculum for middle school]. Ankara, Türkiye.
  • Ott, M., & Pozzi, F. (2012). Digital games as creativity enablers for children. Behaviour and Information Technology, 31(10), 1011–1019. https://doi.org/10.1080/0144929X.2010.526148
  • Sadıkoğlu, A. (2017). Zekâ ve akıl oyunları dersinin değerler eğitimindeki rolünün öğretmen görüşlerine göre değerlendirilmesi. [Evaluation of the role of intelligence and mind games in value education according to teacher's opinions]. (Unpublished master’s thesis). İstanbul Sabahattin Zaim University and Marmara University Joint Master Program, Türkiye.
  • Sütçü, N. D. (2020). A Study on the Comparison of Geometrical-Mechanical Intelligence Games Activities that are Conducted with Concrete Materials and in Computer Environment. Participatory Educational Research, 8(2), 220-239.
  • Tanın, K. (2021). Stem etkinliklerinin okul öncesi öğretmen adaylarının bilgi işlemsel, eleştirel ve çok boyutlu 21. yüzyıl becerilerine etkisi [The effects of stem activities on pre-school teachers' computational, critical and multidimensional 21st century skills]. (Unpublished master’s thesis). Kastamonu University, Türkiye.
  • Taş, İ. D., & Yöndemli, E. N. (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.
  • Yıldırım, A., & Şimşek, H. (2011). Qualitative research methods in the social sciences. Ankara: Seçkin Publishing.
  • Zengin, L. (2018). Akıl oyunları uygulamasının ilkokul 4. sınıf öğrencilerinin liderlik becerilerine etkisinin incelenmesi [Examining the effectiveness of mind games on leadership skills of fourth grade elementary school students]. The Journal of Academic Social Sciences, 68(68), 568–579. https://doi.org/10.16992/ASOS.13563
There are 26 citations in total.

Details

Primary Language English
Subjects Other Fields of Education
Journal Section Research Articles
Authors

Erman Yukselturk 0000-0003-0690-0010

Fatih İlhan 0000-0002-0304-6018

Serhat Altıok 0000-0001-6656-8692

Project Number 2021/008
Publication Date November 1, 2022
Acceptance Date September 16, 2022
Published in Issue Year 2022 Volume: 9 Issue: 6

Cite

APA Yukselturk, E., İlhan, F., & Altıok, S. (2022). Preservice Teachers’ Views about the Use of Mind and Intelligence Games in Education. Participatory Educational Research, 9(6), 398-417. https://doi.org/10.17275/per.22.145.9.6