Research Article
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The Effect of Gamified Adaptive Intelligent Tutoring System Artibos on Problem-Solving Skills

Year 2023, Volume: 10 Issue: 1, 344 - 374, 30.01.2023
https://doi.org/10.17275/per.23.19.10.1

Abstract

This study aims to examine the contribution of ArtiBos, which is designed as a Gamified Adaptive Intelligent Tutoring System for students' problem-solving skills. In the study, first of all, the system’s design features to improve problem-solving skills were examined, and then the effect of the system on problem-solving skills was evaluated. The study was carried out with 12 students studying in the ninth class of a High School in Türkiye and 6 mathematics teachers with different experiences working in the same school. A case study, one of the qualitative research methods were applied in this study through which ArtiBos system logs, student interviews, and teacher interviews were evaluated. Data pertaining to the number of solved problems, the number of problems created, the number of problems solved correctly, the duration of being online in the system, the rate of correct problem-solving, and the average solving time were examined to evaluate system logs. Interview questions have been prepared so that the contribution of system features to problem-solving skills can be evaluated. The data from the interview were analyzed and some codes for problem-solving skills were created. And then, sub-themes were created by combining the codes. The results show that ArtiBos affects students' problem-solving skills positively.

Supporting Institution

TÜBİTAK

Project Number

215K029

Thanks

This study was funded by TÜBİTAK 215K029 Projects. This study is a part of unpublished doctoral thesis of first author.

References

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Year 2023, Volume: 10 Issue: 1, 344 - 374, 30.01.2023
https://doi.org/10.17275/per.23.19.10.1

Abstract

Project Number

215K029

References

  • Alan, S. (2017). Problem genişletme etkinliklerinin problem çözme ve üstbilişe etkisi (Unpublished master’s thesis). Ordu University, Social Sciences Institue.
  • Almasri, A., Ahmed, A., Almasri, N., Abu Sultan, Y. S., Mahmoud, A. Y., Zaqout, I. S., ... & Abu-Naser, S. S. (2019). Intelligent Tutoring Systems Survey for the Period 2000-2018, 3(5), 21-37.
  • Aleven, V., Sewall, J., Andres, J. M., Popescu, O., Sottilare, R., Long, R., & Baker, R. (2019). Towards Deeper Integration of Intelligent Tutoring Systems: One-way Student Model Sharing between GIFT and CTAT. Paper presented at the 7th Annual Generalized Intelligent Framework for Tutoring (GIFT) Users Symposium (GIFTSym7). US Combat Capability Development Command–Soldier Center, Orlando, FL.
  • Altun., M., & Arslan, Ç. (2006). İlköğretim öğrencilerinin problem çözme stratejilerini öğrenmeleri üzerine bir çalışma. Journal of Uludağ University Education Faculty, 19(1), 1-21.
  • Altun, M. (2018). İlkokullarda Matematik Öğretimi. Bursa, Aktuel Publications.
  • Annetta, L. A. (2008). Video games in education: Why they should be used and how they are being used. Theory into Practice, 47(3), 229–239. https://doi.org/10.1080/00405840802153940
  • Arıkan, E. E., & Ünal, H. (2015). An investigation of eighth grade students' problem posing skills (Turkey sample). Online Submission, 1(1), 23-30.
  • Baki, A. (2006). Kuramdan uygulamaya matematik eğitimi. Derya Bookstore: Trabzon, Turkey.
  • Balım, A. G. (2009). The effects of discovery learning on students' success and inquiry learning skills. Eurasian Journal of Educational Research (EJER), 35, 1-20.
  • Baumanns, L., & Rott, B. (2019). Is problem posing about posing “problems“? A terminological framework for research into problem posing and problem solving. In A. Kuzle, I. Gebel, & B. Rott (Eds.), 2018 Joint Conference of ProMath and the GDM Working Group on Problem Solving (pp. 21–31). Munster, Germany: WTM-Verlag.
  • 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.
  • Bourke, B. (2019). Using gamification to engage higher-order thinking skills. In J. Keengwe, & R. Byamukama (Eds.), Handbook of Research on Promoting Higher-Order Skills and Global Competencies in Life and Work (pp. 1-12). IGI Global.
  • Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., ... & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178–192. https://doi.org/10.1016/j.compedu.2015.11.003
  • Brown, S. I., & Walter, M. I. (2005). The art of problem posing. Psychology Press.
  • Cai, J., & Hwang, S. (2002). Generalized and generative thinking in US and Chinese students’ mathematical problem solving and problem posing. The Journal of Mathematical Behavior, 21(4), 401-421. https://doi.org/10.1016/S0732-3123(02)00142-6
  • Cai, J., Hwang, S., Jiang, C., & Silber, S. (2015). Problem-posing research in mathematics education: Some answered and unanswered questions. In F. Singer, N. F. Ellerton, & J. Cai (Eds.), Mathematical Problem Posing (pp. 3-34). Springer, New York, NY.
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There are 93 citations in total.

Details

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

İsmail Çetin 0000-0002-7865-6080

Ali Kürşat Erümit 0000-0003-4910-4989

Vasif Nabiyev 0000-0003-0314-8134

Hasan Karal 0000-0002-3555-050X

Temel Kösa 0000-0002-4302-1018

Mehmet Kokoç 0000-0002-1347-8033

Project Number 215K029
Publication Date January 30, 2023
Acceptance Date December 9, 2022
Published in Issue Year 2023 Volume: 10 Issue: 1

Cite

APA Çetin, İ., Erümit, A. K., Nabiyev, V., Karal, H., et al. (2023). The Effect of Gamified Adaptive Intelligent Tutoring System Artibos on Problem-Solving Skills. Participatory Educational Research, 10(1), 344-374. https://doi.org/10.17275/per.23.19.10.1