Research Article

The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling

Volume: 12 Number: 2 July 29, 2024
EN TR

The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling

Abstract

People play games to have fun, and they are an important part of children's lives. People have used various materials to play games. With the development of technology, digital environments have also been used for games. The educational game method develops students' discovery, imagination, and high-level mental skills and provides permanent learning. Especially children spending time in digital environments has attracted the attention of educators. It is possible to transfer knowledge to students by using this time used by students in teaching environments or at home. In this study, the digital game developed by the researchers on household waste and recycling was evaluated according to the RETAIN model, and an achievement test was applied. The digital game was developed in 2D and RPG format using the Unity game development platform. It was determined that the digital game scored 46 points out of 63 points according to the RETAIN model weighting table. The research was conducted with 40 7th-grade students taking the course in the 2021-2022 academic year. A quasi-experimental design with a pre-test and post-test control group was used in the study. The achievement test developed by the researchers was used to collect data. When the post-test scores were examined, there was a significant difference in favor of the experimental group. The retention test was applied 5 weeks after the post-test and since there was no significant difference between the post-test and the retention test, it can be said that the effect of the application continues. Based on these results, it can be recommended to use this game developed for teaching the subject of household waste and recycling in teaching environments.

Keywords

Digital Game, RETAIN Model, Household Waste, Recycling

References

  1. Akarsu, B. (2014). Hipotezlerin, değişkenlerin ve örneklemin belirlenmesi [Determination of hypotheses, variables and sampling]. In M. Metin (Ed.), Kuramdan uygulamaya eğitimde bilimsel araştırma yöntemleri [Scientific research methods in education from theory to practice] (pp. 20-43). Pegem Yayıncılık.
  2. Akkan, D. (2022). The effect of educational digital game supported science course on student success and motivation: transmission of electricity [Unpublished master's thesis]. Ondokuz Mayıs University.
  3. Bifulco, I., Francese, R., Lettieri, M., Liscio, L., Passero, I., & Tortora, G. (2011). The TIE Project: Agile Development of a Virtual World Serious Game on Waste Disposal. In G. Costagliola, & J. Leopold (Eds.), The 17th international conference on distributed multimedia systems, (pp. 204-209). DMS.
  4. Blumberg, F. C., & Fisch, S. M. (2013). Introduction: Digitalgames as a context for cognitive development, learning, and developmental research. New Directions for Child and Adolescent Development, 2013 (139), 1-9. https://doi.org/10.1002/cad.20026
  5. Boncu, Ș., Candel, O. S., & Popa, N. L. (2022). Gameful green: A systematic review on the use of serious computer games and gamified mobile apps to foster pro-environmental information, attitudes and behaviors. Sustainability, 14(16), 10400. https://doi.org/10.3390/su141610400
  6. Büyüköztürk, Ş. (2017). Sosyal bilimler için veri analizi el kitabı [Manual of data analysis for social sciences]. Pegem Akademi.
  7. Büyüköztürk, Ş., Çakmak, E., Akgün, Ö. E., Karadeniz, Ş., & Demirel, F. (2014). Bilimsel araştırma yöntemleri [Scientific research methods]. Pegem Akademi.
  8. Campbell, L. O., Gunter, G. A., &Kenny, R. F. (2023). Evaluating social change games: employing the RETAIN model. In M. Khosrow (Ed.), Research anthology on game design, development, usage and social impact (pp. 716-731). IGI Global. https://doi.org/10.4018/978-1-6684-7589-8.ch036
  9. Cheng, Y. M., Lou, S. J., Kuo, S. H., & Shih, R. C. (2013). Investigating elementary school students' technology acceptance by applying digital game-based learning to environmental education. Australasian Journal of Educational Technology, 29(1). https://doi.org/10.14742/ajet.65
  10. Chien, Y. T., Chang, C. Y., Yeh, T. K., & Chang, K. E. (2012). Engaging pre-service science teacher stoact as active designers of technology integration: A MAGDAIRE framework. Teaching and Teacher Education, 28 (4), 578-588. https://doi.org/10.1016/j.tate.2011.12.005
APA
Öner, Y. E., & Güneş, T. (2024). The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling. International Journal of Turkish Education Sciences, 12(2), 720-760. https://doi.org/10.46778/goputeb.1413068
AMA
1.Öner YE, Güneş T. The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling. IJTES. 2024;12(2):720-760. doi:10.46778/goputeb.1413068
Chicago
Öner, Yunus Emre, and Tohit Güneş. 2024. “The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling”. International Journal of Turkish Education Sciences 12 (2): 720-60. https://doi.org/10.46778/goputeb.1413068.
EndNote
Öner YE, Güneş T (July 1, 2024) The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling. International Journal of Turkish Education Sciences 12 2 720–760.
IEEE
[1]Y. E. Öner and T. Güneş, “The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling”, IJTES, vol. 12, no. 2, pp. 720–760, July 2024, doi: 10.46778/goputeb.1413068.
ISNAD
Öner, Yunus Emre - Güneş, Tohit. “The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling”. International Journal of Turkish Education Sciences 12/2 (July 1, 2024): 720-760. https://doi.org/10.46778/goputeb.1413068.
JAMA
1.Öner YE, Güneş T. The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling. IJTES. 2024;12:720–760.
MLA
Öner, Yunus Emre, and Tohit Güneş. “The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling”. International Journal of Turkish Education Sciences, vol. 12, no. 2, July 2024, pp. 720-6, doi:10.46778/goputeb.1413068.
Vancouver
1.Yunus Emre Öner, Tohit Güneş. The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling. IJTES. 2024 Jul. 1;12(2):720-6. doi:10.46778/goputeb.1413068