Research Article
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Reflections of Mind Games Used in Primary School Mathematics Lessons on Teaching and Learning Process: A Case Study

Year 2024, Issue: 55, 93 - 106, 09.12.2024
https://doi.org/10.33418/education.1519249

Abstract

This study focused on the opinions of classroom teachers regarding the reflections of mind games used in mathematics lessons on the teaching and learning process. Case study design, which is one of the qualitative research types, was used in the study. The views of 15 classroom teachers, who used mind games in primary school mathematics lessons and received training on mind games were examined. The criterion sampling method was followed to identify the teachers, who would participate the study. The interview and observation forms developed by the researcher were used to collect the data. Content analysis method was used to analyse the data gathered. The content analysis findings presented the participant's opinions in 14 categories grouped around five themes. As a result of the research, it was determined that classroom teachers used brain teasers to improve students' mathematical skills and to increase their motivation and interest in the lesson. In addition, it was determined that classroom teachers frequently used mind games based on reasoning and operation games in mathematics lessons. In addition, it was concluded that mind games used in the process of teaching and learning mathematics contribute to both cognitive development and social and emotional development of students. Finally, it was determined that classroom teachers experienced difficulties arising from teaching, students and school in the mathematics teaching process supported by mind games. For this reason, a mind games activity guide can be prepared by classroom teachers in primary school mathematics lessons.

References

  • Can, D. (2020). Views of pre-service primary school teachers’ about ıntegration of mind games with teaching process. Buca Faculty of Education Journal, 50, 172-190.
  • Cicchino, M. I. (2015). Using game-based learning to foster critical thinking in student discourse. Interdisciplinary Journal of Problem-Based Learning, 9(2), 1-20. https://doi.org/10.7771/1541-5015.1481
  • Creswell, J. W. (2012). Qualitative ınquiry and research design: Choosing among five approaches. SAGE Publications.
  • Çalışkan, M., & Mandacı-Şahin, S. (2019). Investigation of the effect of games and activities on rounding and estimation subject. International Journal of Eurasia Social Sciences, 10(38), 1059-1080. http://dx.doi.org/10.35826/ijoess.2666
  • Deater-Deckard, K., El Mallah, S., Chang, M., Evans, M. A., & Norton, A. (2014). Student behavioral engagement during mathematics educational video game instruction with 11–14 year olds. International Journal of Child- Computer Interaction, 2(3), 101-108. https://doi.org/10.1016/j.ijcci.2014.08.001
  • Demirel, T., & Karakuş-Yılmaz, 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
  • Deng, L., Wu, S., Chen, Y., & Peng, Z. (2020). Digital game-based learning in a Shanghai primary-school mathematics class: A case study. Journal of Computer Assisted Learning, 36(5), 709-717. https://doi.org/10.1111/jcal.12438
  • Durmaz, B., & Can, D. (2020). Intelligence games applications in primary school: The case of mathematics lesson. In M. A. Küçükaydın (Ed.), Educational games and current practices in primary school education (pp. 289-308). Nobel.
  • Erdoğan, A., Çevirgen, A. E., & Atasay, M. (2017). Games and mathematics teaching: A classification of strategic brain games. Usak University Journal of Social Sciences, 10, 287-311. https://doi.org/10.12780/usaksosbil.373867
  • Ergül, E., & Erşen, Z. B. (2023). Should primary school mathematics education be gamification or not? (The opinions of primary teachers). The Journal of Turkısh Educational Sciences, 21(1), 49-77. https://doi.org/10.37217/tebd.1173722
  • Güneş, D., & Yünkül, E. (2021). Assessments of classroom teachers on the use of mind and intelligence games in primary school. International Journal of Social Sciences Academy, 5, 784-803. https://doi.org/10.47994/usbad.893591
  • Hwang, G.-J., & Chen, P.-Y. (2022). Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis. Entertainment Computing, 40, 100459. https://doi.org/10.1016/j.entcom.2021.100459
  • Kiili, K. J. M., Devlin, K., Perttula, A., Tuomi, P., & Lindstedt, A. (2015). Using video games to combine learning and assessment in mathematics education. International Journal of Serious Games, 2(4), 37-55. https://doi.org/10.17083/ijsg.v2i4.98
  • Kula, S. S. (2020). The reflections of mind games on primary school students: An action research. Journal of National Education, 49(225), 253-282.
  • Miles, M, B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. Sage.
  • Ministry of National Education [MoNE]. (2024). Mathematics course curriculum]. Ministry of National Education.
  • Ninaus, M., Moeller, K., McMullen, J., & Kiili, K. (2017). Acceptance of game-based learning and intrinsic motivation as predictors for learning success and flow experience. International Journal of Serious Games, 4(3), 15-30.
  • O’Rourke, J., Main, S., & Ellis, M. (2013). ‘It doesn’t seem like work, it seems like good fun’: Perceptions of primary students on the use of Handheld Game Consoles in mathematics classes. Technology, Pedagogy and Education, 22(1), 103-120. https://doi.org/10.1080/1475939X.2012.733537
  • Patton, M. Q. (2021). Qualitative research & evaluation methods. Sage. Pope, H., & Mangram, C. (2015). Wuzzit Trouble: The influence of a digital math game on student number sense. International Journal of Serious Games, 2(4), 5-21. https://doi.org/10.17083/ijsg.v2i4.88
  • Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. https://doi.org/10.1016/j.chb.2016.05.023
  • Reiter, H. B., Thornton, J., & Vennebush, G. P. (2014). Using kenken to build reasoning skills. The Mathematics Teacher, 107(5), 341-347. https://doi.org/10.5951/mathteacher.107.5.0341
  • Sun, L., Ruokamo, H., Siklander, P., Li, B., & Devlin, K. (2021). Primary school students’ perceptions of scaffolding in digital game-based learning in mathematics. Learning, Culture and Social Interaction, 28, 100457. https://doi.org/10.1016/j.lcsi.2020.100457
  • Şahin, E., & Tezci, E. (2023). The effect of intelligence games on primary school fourth grade students' problem-solving skills. Balikesir University Journal of Social Sciences Institute, 26(50), 601-616. https://doi.org/10.31795/baunsobed.1097284
  • Şanlıdağ, M., & Aykaç, N. (2021). The effect of mind games on students’ attitudes of solving mathematical problems and reflective thinking skills for solving mathematical problems. MSKU Journal of Education, 8(2), 597-611. https://doi.org/10.21666/muefd.846312
  • Terzi, H., & Küçük Demi̇r, B. (2022). The effects of ıntelligence games on the creative thinking skills of 6th grade students. Journal of Computer and Education Research, 10(20), 751-776. https://doi.org/10.18009/jcer.1187953
  • Vandercruysse, S., Vandewaetere, M., Cornillie, F., & Clarebout, G. (2013). Competition and students’ perceptions in a game-based language learning environment. Educational Technology Research and Development, 61(6), 927-950. https://doi.org/10.1007/s11423-013-9314-5
  • Yang, J. C., Lin, M. Y. D., & Chen, S. Y. (2018). Effects of anxiety levels on learning performance and gaming performance in digital game-based learning. Journal of Computer Assisted Learning, 34(3), 324-334. https://doi.org/10.1111/jcal.12245
  • Yıldırım, A., & Şimşek, H. (2016). Qualitative research methods in the social sciences. Seçkin.
  • Yong, S. T., Gates, P., & Harrison, I. (2016). Digital games and learning mathematics: student, teacher and parent perspectives. International Journal of Serious Games, 3(4), 55-68.

İlkokul Matematik Derslerinde Kullanılan Zeka Oyunlarının Öğretme ve Öğrenme Sürecine Yansımaları: Bir Durum Çalışması

Year 2024, Issue: 55, 93 - 106, 09.12.2024
https://doi.org/10.33418/education.1519249

Abstract

Bu araştırmada matematik derslerinde kullanılan zeka oyunlarının öğretme ve öğrenme sürecine yansımaları konusunda sınıf öğretmenlerinin görüşleri incelenmiştir. İlkokul matematik derslerinde zeka oyunlarından yararlanan ve zeka oyunları konusunda eğitim alan 15 sınıf öğretmeninin görüşlerinin incelendiği araştırmada nitel araştırma türlerinden fenomenoloji yöntemi kullanılmıştır. Araştırmaya katılacak öğretmenler ölçüt örnekleme yöntemiyle belirlenmiştir. Araştırmanın verileri araştırmacı tarafından hazırlanan yarı yapılandırılmış görüşme formu ve matematik dersi gözlem formuyla toplanmıştır. Toplanan veriler içerik analizi yöntemi kullanılarak analiz edilmiştir. İçerik analizi neticesinde katılımcı görüşleri 5 tema altında toplam 14 kategoride sunulmuştur. Araştırma sonucunda, sınıf öğretmenleri tarafından matematik dersinde kullanılan zeka oyunlarının bilişsel anlamda anlamlı ve kalıcı öğrenmeye katkı sağladığı, öğrencilerin üst düzey düşünme becerilerini desteklediği ve problem çözme becerilerini geliştirdiği, sosyal ve duygusal anlamda ise matematik dersine olan tutumu olumlu olarak etkilediği ve matematik dersine olan motivasyonu artırdığı tespit edilmiştir. Sınıf öğretmenleri için ilkokul matematik derslerinde kullanılabilecek zeka oyunları etkinlik kılavuzu hazırlanabilir.

References

  • Can, D. (2020). Views of pre-service primary school teachers’ about ıntegration of mind games with teaching process. Buca Faculty of Education Journal, 50, 172-190.
  • Cicchino, M. I. (2015). Using game-based learning to foster critical thinking in student discourse. Interdisciplinary Journal of Problem-Based Learning, 9(2), 1-20. https://doi.org/10.7771/1541-5015.1481
  • Creswell, J. W. (2012). Qualitative ınquiry and research design: Choosing among five approaches. SAGE Publications.
  • Çalışkan, M., & Mandacı-Şahin, S. (2019). Investigation of the effect of games and activities on rounding and estimation subject. International Journal of Eurasia Social Sciences, 10(38), 1059-1080. http://dx.doi.org/10.35826/ijoess.2666
  • Deater-Deckard, K., El Mallah, S., Chang, M., Evans, M. A., & Norton, A. (2014). Student behavioral engagement during mathematics educational video game instruction with 11–14 year olds. International Journal of Child- Computer Interaction, 2(3), 101-108. https://doi.org/10.1016/j.ijcci.2014.08.001
  • Demirel, T., & Karakuş-Yılmaz, 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
  • Deng, L., Wu, S., Chen, Y., & Peng, Z. (2020). Digital game-based learning in a Shanghai primary-school mathematics class: A case study. Journal of Computer Assisted Learning, 36(5), 709-717. https://doi.org/10.1111/jcal.12438
  • Durmaz, B., & Can, D. (2020). Intelligence games applications in primary school: The case of mathematics lesson. In M. A. Küçükaydın (Ed.), Educational games and current practices in primary school education (pp. 289-308). Nobel.
  • Erdoğan, A., Çevirgen, A. E., & Atasay, M. (2017). Games and mathematics teaching: A classification of strategic brain games. Usak University Journal of Social Sciences, 10, 287-311. https://doi.org/10.12780/usaksosbil.373867
  • Ergül, E., & Erşen, Z. B. (2023). Should primary school mathematics education be gamification or not? (The opinions of primary teachers). The Journal of Turkısh Educational Sciences, 21(1), 49-77. https://doi.org/10.37217/tebd.1173722
  • Güneş, D., & Yünkül, E. (2021). Assessments of classroom teachers on the use of mind and intelligence games in primary school. International Journal of Social Sciences Academy, 5, 784-803. https://doi.org/10.47994/usbad.893591
  • Hwang, G.-J., & Chen, P.-Y. (2022). Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis. Entertainment Computing, 40, 100459. https://doi.org/10.1016/j.entcom.2021.100459
  • Kiili, K. J. M., Devlin, K., Perttula, A., Tuomi, P., & Lindstedt, A. (2015). Using video games to combine learning and assessment in mathematics education. International Journal of Serious Games, 2(4), 37-55. https://doi.org/10.17083/ijsg.v2i4.98
  • Kula, S. S. (2020). The reflections of mind games on primary school students: An action research. Journal of National Education, 49(225), 253-282.
  • Miles, M, B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. Sage.
  • Ministry of National Education [MoNE]. (2024). Mathematics course curriculum]. Ministry of National Education.
  • Ninaus, M., Moeller, K., McMullen, J., & Kiili, K. (2017). Acceptance of game-based learning and intrinsic motivation as predictors for learning success and flow experience. International Journal of Serious Games, 4(3), 15-30.
  • O’Rourke, J., Main, S., & Ellis, M. (2013). ‘It doesn’t seem like work, it seems like good fun’: Perceptions of primary students on the use of Handheld Game Consoles in mathematics classes. Technology, Pedagogy and Education, 22(1), 103-120. https://doi.org/10.1080/1475939X.2012.733537
  • Patton, M. Q. (2021). Qualitative research & evaluation methods. Sage. Pope, H., & Mangram, C. (2015). Wuzzit Trouble: The influence of a digital math game on student number sense. International Journal of Serious Games, 2(4), 5-21. https://doi.org/10.17083/ijsg.v2i4.88
  • Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. https://doi.org/10.1016/j.chb.2016.05.023
  • Reiter, H. B., Thornton, J., & Vennebush, G. P. (2014). Using kenken to build reasoning skills. The Mathematics Teacher, 107(5), 341-347. https://doi.org/10.5951/mathteacher.107.5.0341
  • Sun, L., Ruokamo, H., Siklander, P., Li, B., & Devlin, K. (2021). Primary school students’ perceptions of scaffolding in digital game-based learning in mathematics. Learning, Culture and Social Interaction, 28, 100457. https://doi.org/10.1016/j.lcsi.2020.100457
  • Şahin, E., & Tezci, E. (2023). The effect of intelligence games on primary school fourth grade students' problem-solving skills. Balikesir University Journal of Social Sciences Institute, 26(50), 601-616. https://doi.org/10.31795/baunsobed.1097284
  • Şanlıdağ, M., & Aykaç, N. (2021). The effect of mind games on students’ attitudes of solving mathematical problems and reflective thinking skills for solving mathematical problems. MSKU Journal of Education, 8(2), 597-611. https://doi.org/10.21666/muefd.846312
  • Terzi, H., & Küçük Demi̇r, B. (2022). The effects of ıntelligence games on the creative thinking skills of 6th grade students. Journal of Computer and Education Research, 10(20), 751-776. https://doi.org/10.18009/jcer.1187953
  • Vandercruysse, S., Vandewaetere, M., Cornillie, F., & Clarebout, G. (2013). Competition and students’ perceptions in a game-based language learning environment. Educational Technology Research and Development, 61(6), 927-950. https://doi.org/10.1007/s11423-013-9314-5
  • Yang, J. C., Lin, M. Y. D., & Chen, S. Y. (2018). Effects of anxiety levels on learning performance and gaming performance in digital game-based learning. Journal of Computer Assisted Learning, 34(3), 324-334. https://doi.org/10.1111/jcal.12245
  • Yıldırım, A., & Şimşek, H. (2016). Qualitative research methods in the social sciences. Seçkin.
  • Yong, S. T., Gates, P., & Harrison, I. (2016). Digital games and learning mathematics: student, teacher and parent perspectives. International Journal of Serious Games, 3(4), 55-68.
There are 29 citations in total.

Details

Primary Language English
Subjects Basic Training (Other)
Journal Section Research Articles
Authors

Tunahan Filiz 0000-0002-3149-8783

Early Pub Date December 9, 2024
Publication Date December 9, 2024
Submission Date July 20, 2024
Acceptance Date October 7, 2024
Published in Issue Year 2024 Issue: 55

Cite

APA Filiz, T. (2024). Reflections of Mind Games Used in Primary School Mathematics Lessons on Teaching and Learning Process: A Case Study. Educational Academic Research(55), 93-106. https://doi.org/10.33418/education.1519249

Content of this journal is licensed under a Creative Commons Attribution NonCommercial 4.0 International License
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