Araştırma Makalesi

The Effect of Middle School Students’ Minecraft Experiences on Computational and Spatial Thinking Skills and Their Views on This Experience

Cilt: 8 Sayı: 1 30 Haziran 2026
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The Effect of Middle School Students’ Minecraft Experiences on Computational and Spatial Thinking Skills and Their Views on This Experience

Öz

This research aimed to examine the effect of Minecraft on the computational and spatial thinking skills of middle school students and their opinions regarding this experience using a mixed-methods approach. In the study, computational thinking skill was operationally defined and evaluated based on students' self-efficacy perceptions towards this skill. The study group consisted of a total of 134 sixth-grade students enrolled in a public middle school in Kırıkkale. A quasi-experimental pre-test post-test control group design was used in the research, and students were randomly assigned to experimental and control groups. In the experimental group, coding education was provided with Minecraft Education Edition for 10 weeks, while in the control group, traditional block-based instruction was conducted via the Code.org platform. The "Self-Efficacy Perception Scale for Computational Thinking Skills" and the "Spatial Thinking Skills Test" were used as data collection tools; in addition, semi-structured interviews were conducted with 10 students selected from the experimental group using purposive sampling. The research findings showed that Minecraft-based instruction resulted in a statistically significant improvement in computational thinking skills. A significant improvement was also observed in the control group. However, no statistically significant difference was found between the groups in terms of post-test scores. Also, no significant improvement was observed in spatial thinking skills in either group. Qualitative findings revealed that students had a strong perception that their spatial skills had improved, but this perception was not reflected in the tests. In summary, Minecraft was found to be an effective and motivating tool for improving computational thinking skills, but it did not differ significantly from traditional methods in terms of spatial skills.

Anahtar Kelimeler

Destekleyen Kurum

KIRIKKALE UNIVERSITY (Kırıkkale University Ethics Committee for Research in Social and Human Sciences, Decision dated 11.12.2023 and numbered 216631)

Etik Beyan

ETHICAL DECLARATION In this study, which I have prepared in accordance with the article writing guidelines, I hereby declare that: I have obtained all data, information, and documents presented in this thesis within the framework of academic and ethical rules; I have presented all information, documentation, evaluations, and results in compliance with scientific ethics and moral principles; I have provided appropriate citations and references for all works utilized in this thesis; I have made no alterations to the data used; The work presented in this thesis is original; I further declare that I accept all legal consequences and loss of rights that may arise against me in the event of a contrary situation.

Kaynakça

  1. Akman, C. (2024). Fen eğitiminde eğitsel dijital oyun destekli argümantasyon etkinliklerinin 7. sınıf öğrencilerinin eleştirel düşünme becerileri ve akademik başarı üzerine etkisinin incelenmesi (Yüksek Lisans Tezi). Bursa Uludağ Üniversitesi, Eğitim Bilimleri Enstitüsü, Bursa.
  2. Aksakal, B., ve Güloğlu, B. (2021). Oyun temelli sosyal beceri geliştirme programının sosyal beceri ve duygu düzenleme düzeyine etkisi. Uludağ Üniversitesi Eğitim Fakültesi Dergisi, 34(3), 1051-1082.
  3. Aktaş Kumral, H., ve Çam, E. (2023). The Effect of Coding Education with Minecraft EDU on Students’ Problem Solving Skills and Their Attitudes towards Coding. International Journal of Turkish Education Sciences, 2023(20), 1-40. https://doi.org/10.46778/goputeb.1242871.
  4. Barr, V., ve Stephenson, C. (2011). Bringing computational thinking to K-12: What is involved and what is the role of the computer science education community? ACM Inroads, 2(1), 48-54. https://doi.org/10.1145/1929887.1929905.
  5. Barrows, H. S. (1996). Problem-based learning in medicine and beyond. New Directions for Teaching and Learning.
  6. Bayırtepe, E., ve Tüzün, H. (2007). Oyun-tabanlı öğrenme ortamlarının öğrencilerin bilgisayar dersindeki başarıları ve öz-yeterlik algıları üzerine etkisi. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi.
  7. Bilge, A. R. (2020). Mekânın temsili: Uzamsal düşüncenin zihinsel döndürme performansına etkisi. Türk Psikoloji Yazıları, 23(46), 1-13.
  8. Brennan, K., ve Resnick, M. (2012, April). New frameworks for studying and assessing the development of computational thinking. [Paper presentation]. American Educational Research Association (AERA) Annual Meeting, Vancouver, BC, Canada.

Ayrıntılar

Birincil Dil

İngilizce

Konular

Grafikler, Artırılmış Gerçeklik ve Oyunlar (Diğer)

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

30 Haziran 2026

Gönderilme Tarihi

12 Şubat 2026

Kabul Tarihi

29 Haziran 2026

Yayımlandığı Sayı

Yıl 2026 Cilt: 8 Sayı: 1

Kaynak Göster

APA
Balaban, Ç., & Yukselturk, E. (2026). The Effect of Middle School Students’ Minecraft Experiences on Computational and Spatial Thinking Skills and Their Views on This Experience. Bilgi ve İletişim Teknolojileri Dergisi, 8(1), 1-28. https://doi.org/10.53694/bited.1888031
AMA
1.Balaban Ç, Yukselturk E. The Effect of Middle School Students’ Minecraft Experiences on Computational and Spatial Thinking Skills and Their Views on This Experience. Bilgi ve İletişim Teknolojileri Dergisi (BİTED). 2026;8(1):1-28. doi:10.53694/bited.1888031
Chicago
Balaban, Çelebi, ve Erman Yukselturk. 2026. “The Effect of Middle School Students’ Minecraft Experiences on Computational and Spatial Thinking Skills and Their Views on This Experience”. Bilgi ve İletişim Teknolojileri Dergisi 8 (1): 1-28. https://doi.org/10.53694/bited.1888031.
EndNote
Balaban Ç, Yukselturk E (01 Haziran 2026) The Effect of Middle School Students’ Minecraft Experiences on Computational and Spatial Thinking Skills and Their Views on This Experience. Bilgi ve İletişim Teknolojileri Dergisi 8 1 1–28.
IEEE
[1]Ç. Balaban ve E. Yukselturk, “The Effect of Middle School Students’ Minecraft Experiences on Computational and Spatial Thinking Skills and Their Views on This Experience”, Bilgi ve İletişim Teknolojileri Dergisi (BİTED), c. 8, sy 1, ss. 1–28, Haz. 2026, doi: 10.53694/bited.1888031.
ISNAD
Balaban, Çelebi - Yukselturk, Erman. “The Effect of Middle School Students’ Minecraft Experiences on Computational and Spatial Thinking Skills and Their Views on This Experience”. Bilgi ve İletişim Teknolojileri Dergisi 8/1 (01 Haziran 2026): 1-28. https://doi.org/10.53694/bited.1888031.
JAMA
1.Balaban Ç, Yukselturk E. The Effect of Middle School Students’ Minecraft Experiences on Computational and Spatial Thinking Skills and Their Views on This Experience. Bilgi ve İletişim Teknolojileri Dergisi (BİTED). 2026;8:1–28.
MLA
Balaban, Çelebi, ve Erman Yukselturk. “The Effect of Middle School Students’ Minecraft Experiences on Computational and Spatial Thinking Skills and Their Views on This Experience”. Bilgi ve İletişim Teknolojileri Dergisi, c. 8, sy 1, Haziran 2026, ss. 1-28, doi:10.53694/bited.1888031.
Vancouver
1.Çelebi Balaban, Erman Yukselturk. The Effect of Middle School Students’ Minecraft Experiences on Computational and Spatial Thinking Skills and Their Views on This Experience. Bilgi ve İletişim Teknolojileri Dergisi (BİTED). 01 Haziran 2026;8(1):1-28. doi:10.53694/bited.1888031

      

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Bilgi ve İletişim Teknolojileri Dergisi (BİTED)

Journal of Information and Communication Technologies