This study aims to examine the impact of using different educational games on students' academic achievement and motivation towards learning science. To achieve this, the effect of teaching the "Living World" unit in the grade 5 science education curriculum with the addition of educational games on students' academic achievement and motivation was investigated. The study group consists of 25 students enrolled in the grade 5 at two village schools during the 2023-2024 academic year. The research was designed using a mixed-methods approach. Quantitative data were collected, a pre-test and post-test quasi-experimental design was employed. The quantitative data were collected using the "World of Livings Academic Achievement Test" and the "Motivation Scale for Learning Science" qualitative data were collected through an interview form. The analysis of the quantitative data was performed using the SPSS program and findings were compared using dependent and independent sample t-tests. For the qualitative data analysis, content analysis was applied. A significant difference in favor of the experimental group was found in terms of academic achievement and motivation as a result of using educational games. Additionally, educational games had positive effects on students' affective and cognitive traits, such as entertainment, excitement, lasting learning, and ease of understanding.
| Primary Language | English |
|---|---|
| Subjects | Science Education |
| Journal Section | Research Article |
| Authors | |
| Submission Date | March 11, 2025 |
| Acceptance Date | June 16, 2025 |
| Early Pub Date | June 24, 2025 |
| Publication Date | June 24, 2025 |
| Published in Issue | Year 2025 Volume: 9 Issue: 1 |
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