Araştırma Makalesi
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The Effect of Coding Education with Minecraft EDU on Students' Problem Solving Skills and Their Attitudes towards Coding

Yıl 2023, Cilt: 2023 Sayı: 20, 1 - 40, 29.03.2023
https://doi.org/10.46778/goputeb.1242871

Öz

In the current study, it was aimed to examine the effect of game-based Python coding education with Minecraft EDU on students' problem solving skills and attitudes towards coding. The study was designed with a one-group pretest-posttest experimental model, which is one of the quantitative research methods supported by qualitative data. The research group consists of 7th grade students studying in a public school in Zile district of Tokat province in the 2021-2022 academic year. The study was maintained with a 6-week program of 12 hours in total. The data collection tools used to collect data within the scope of the research are "Problem Solving Inventory for Children (PSI)", "Attitude towards Coding Scale" and semi-structured interview form. According to the findings, no difference was found in the problem solving skills of the students participating in the study. Gender, daily game playing time and daily internet usage time variables were found to have no effect on problem solving skills. However, the variables of computer use duration show a significant difference. As a result of the research, no difference was found in students' attitudes towards coding. Similarly, it was found that gender, duration of computer use (years), daily computer use, daily internet use and daily computer game playing time had no effect on attitudes towards coding. In addition, it was determined that game-based coding education is fun, more instructive, provides active learning, increases interest and motivation towards the lesson and makes the process more instructive and the learning process enjoyable. Moreover, it was determined that text-based coding caused difficulties for the students and the fact that the code groups were in English made the process more difficult.

Kaynakça

  • Abdüsselam, M. S., & Uzoğlu, M. (2022). Ortaokul öğrencilerinin kodlamaya karşı tutumlarının farklı değişkenlere göre araştırılması [Investigation of secondary school students' attitudes towards coding in terms of different variables]. Uluslararası Türk Eğitim Bilimleri Dergisi, 10(18), 81-92. https://doi.org/10.46778/goputeb.1028285
  • Akın, F. A., & Atıcı, B. (2015). Oyun tabanlı öğrenme ortamlarının öğrenci başarısına ve görüşlerine etkisi [The effect of game-based learning environments on student success and opinions]. Turkish Journal of Educational Studies, 2(2), 75–102.
  • Akkuş, İ., Özhan, U., & Kan, A. (2019). Ortaokul öğrencileri için kodlamaya yönelik tutum ölçeği: Geçerlik ve güvenirlik çalışması [Attitude scale towards coding for secondary school students: A validity and reliability study]. İlköğretim Online (elektronik), 18(2), 837–851. https://doi.org/10.17051/ilkonline.2019.562064
  • Alcelay, C. (2018). Play and learn 3D (PAL3D®) A collaborative way of learning project management with Minecraft®. International Journal of Advanced Corporate Learning (iJAC), 11(2), 21–23.
  • Alsancak Sarıkaya, D. (2019). Programlama öğretiminin bilgi işlemsel düşünme becerisine etkisi [The effect of programming teaching on computational thinking]. Türkiye Sosyal Araştırmalar Dergisi, 23(2), 575–590.
  • Avcı, E., Okuşluk, F., & Yıldırım, B. (2021). The effect of STEM-based robotic coding activities on gifted students’ attitudes towards coding. Eğitim Kuram ve Uygulama Araştırmaları Dergisi, 7(2), 228-235. https://doi.org/10.38089/ekuad.2021.66
  • Aytekin, A., Sönmez Çakır, F., Yücel, Y. B., & Kulaözü, İ. (2018). Geleceğe yön veren kodlama bilimi ve kodlama öğrenmede kullanılabilecek bazı yöntemler [Coding sciencedirected to future and some methods to be available and coding learned]. Avrasya Sosyal ve Ekonomi Araştırmaları Dergisi, 5(5), 24–41.
  • Balogh, G., & Beszédes, Á. (2013). CodeMetropolis—A Minecraft based collaboration tool for developers [Paper presentation]. 2013 First IEEE Working Conference on Software Visualization (VISSOFT), Holland.
  • Baltacı, A. (2019). Nitel araştırma süreci: Nitel bir araştırma nasıl yapılır? [The qualitative research provess: How to conduct a qualitative research?]. Ahi Evran Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 5(2), 368–388. https://doi.org/10.31592/aeusbed.598299
  • Bar-el, D., & Ringland, K. (2020). Crafting game-based learning: An analysis of lessons for Minecraft Education Edition. International Conference on the Foundations of Digital Games (September), Bugibba Malta. https://doi.org/10.1145/3402942.3409788
  • Bos, B., Wilder, L., Cook, M., & O’Donnell, R. (2014). Learning mathematics through Minecraft. Teaching Children Mathematics, 21(1), 56–59.
  • Büyüköztürk, Ş., Kılıç-Çakmak, E., Akgün, Ö. E., Karadeniz, Ş., & Demirel, F. (2017). Bilimsel araştırma yöntemleri (23. Baskı) [Scientific research methods].PegemA
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  • Cömert, A. (2020). Dijital oyun tabanlı öğrenme yöntemiyle tasarlanan ve uygulanan problem çözme etkinliklerine yönelik öğrenci görüşleri [Student opinions for problem solving activities designed and applied with digital game based learning method]. [Unpublished master’s thesis]. Bahçeşehir University Graduate School of Educational Sciences.
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Minecraft EDU ile Kodlama Eğitiminin Öğrencilerin Problem Çözme Becerilerine ve Kodlamaya Yönelik Tutumlarına Etkisi

Yıl 2023, Cilt: 2023 Sayı: 20, 1 - 40, 29.03.2023
https://doi.org/10.46778/goputeb.1242871

Öz

Bu araştırmada, Minecraft EDU ile oyun tabanlı Python kodlama eğitiminin, öğrencilerin problem çözme becerilerine ve kodlamaya yönelik tutumlarına etkisinin incelenmesi amaçlanmıştır. Araştırma nitel verilerle desteklenmiş nicel araştırma yöntemlerinden tek grup ön test-son test deneysel modeli ile desenlenmiştir. Araştırma grubu Tokat ili Zile ilçesindeki bir devlet okulunda 2021-2022 eğitim-öğretim yılında eğitim alan 7. sınıf öğrencilerinden oluşmaktadır. Araştırma 6 hafta toplamda 12 saatlik bir programı kapsamaktadır. Araştırma kapsamında veri toplamak için kullanılan veri toplama araçları “Çocuklar için Problem Çözme Envanteri (ÇPÇE)” , “Kodlamaya Yönelik Tutum Ölçeği” ve yarı yapılandırılmış görüşme formu şeklindedir. Elde edilen bulgulara göre araştırmaya katılan öğrencilerin problem çözme becerilerinde bir farklılık tespit edilememiştir. Cinsiyet, günlük oyun oynama süresi ve günlük internet kullanım süresi değişkenlerinin problem çözme becerisi üzerinde bir etkisi olmadığı görülmüştür. Buna rağmen bilgisayar kullanım süresi değişkenleri anlamlı farklılık göstermektedir. Araştırma sonucunda öğrencilerin kodlamaya yönelik tutumlarında farklılık bulunamamıştır. Benzer şekilde cinsiyet, bilgisayar kullanım süresi (yıl), günlük bilgisayar kullanım, günlük internet kullanımı ve günlük bilgisayar oyunu oynama sürelerinin de kodlamaya yönelik tutum üzerinde bir etkisi olmadığı tespit edilmiştir. Ayrıca oyun tabanlı kodlama eğitiminin eğlenceli, daha öğretici, aktif öğrenme sağladığı, derse karşı ilgi ve motivasyonu arttırarak süreci daha öğretici ve öğrenme sürecini keyifli hale getirdiği şeklinde olumlu görüşler tespit edilmiştir. Ayrıca metin tabanlı kodlamanın öğrencileri sıkıntıya soktuğu ve kod gruplarının İngilizce olmasının süreci zorlaştırdığı belirlenmiştir.

Kaynakça

  • Abdüsselam, M. S., & Uzoğlu, M. (2022). Ortaokul öğrencilerinin kodlamaya karşı tutumlarının farklı değişkenlere göre araştırılması [Investigation of secondary school students' attitudes towards coding in terms of different variables]. Uluslararası Türk Eğitim Bilimleri Dergisi, 10(18), 81-92. https://doi.org/10.46778/goputeb.1028285
  • Akın, F. A., & Atıcı, B. (2015). Oyun tabanlı öğrenme ortamlarının öğrenci başarısına ve görüşlerine etkisi [The effect of game-based learning environments on student success and opinions]. Turkish Journal of Educational Studies, 2(2), 75–102.
  • Akkuş, İ., Özhan, U., & Kan, A. (2019). Ortaokul öğrencileri için kodlamaya yönelik tutum ölçeği: Geçerlik ve güvenirlik çalışması [Attitude scale towards coding for secondary school students: A validity and reliability study]. İlköğretim Online (elektronik), 18(2), 837–851. https://doi.org/10.17051/ilkonline.2019.562064
  • Alcelay, C. (2018). Play and learn 3D (PAL3D®) A collaborative way of learning project management with Minecraft®. International Journal of Advanced Corporate Learning (iJAC), 11(2), 21–23.
  • Alsancak Sarıkaya, D. (2019). Programlama öğretiminin bilgi işlemsel düşünme becerisine etkisi [The effect of programming teaching on computational thinking]. Türkiye Sosyal Araştırmalar Dergisi, 23(2), 575–590.
  • Avcı, E., Okuşluk, F., & Yıldırım, B. (2021). The effect of STEM-based robotic coding activities on gifted students’ attitudes towards coding. Eğitim Kuram ve Uygulama Araştırmaları Dergisi, 7(2), 228-235. https://doi.org/10.38089/ekuad.2021.66
  • Aytekin, A., Sönmez Çakır, F., Yücel, Y. B., & Kulaözü, İ. (2018). Geleceğe yön veren kodlama bilimi ve kodlama öğrenmede kullanılabilecek bazı yöntemler [Coding sciencedirected to future and some methods to be available and coding learned]. Avrasya Sosyal ve Ekonomi Araştırmaları Dergisi, 5(5), 24–41.
  • Balogh, G., & Beszédes, Á. (2013). CodeMetropolis—A Minecraft based collaboration tool for developers [Paper presentation]. 2013 First IEEE Working Conference on Software Visualization (VISSOFT), Holland.
  • Baltacı, A. (2019). Nitel araştırma süreci: Nitel bir araştırma nasıl yapılır? [The qualitative research provess: How to conduct a qualitative research?]. Ahi Evran Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 5(2), 368–388. https://doi.org/10.31592/aeusbed.598299
  • Bar-el, D., & Ringland, K. (2020). Crafting game-based learning: An analysis of lessons for Minecraft Education Edition. International Conference on the Foundations of Digital Games (September), Bugibba Malta. https://doi.org/10.1145/3402942.3409788
  • Bos, B., Wilder, L., Cook, M., & O’Donnell, R. (2014). Learning mathematics through Minecraft. Teaching Children Mathematics, 21(1), 56–59.
  • Büyüköztürk, Ş., Kılıç-Çakmak, E., Akgün, Ö. E., Karadeniz, Ş., & Demirel, F. (2017). Bilimsel araştırma yöntemleri (23. Baskı) [Scientific research methods].PegemA
  • Cipollone, M., Schifter, C. C., & Moffat, R. A. (2014). Minecraft as a creative tool: A case study. International Journal of Game-Based Learning, 4(2), 1–14. https://doi.org/10.4018/ijgbl.2014040101
  • Cömert, A. (2020). Dijital oyun tabanlı öğrenme yöntemiyle tasarlanan ve uygulanan problem çözme etkinliklerine yönelik öğrenci görüşleri [Student opinions for problem solving activities designed and applied with digital game based learning method]. [Unpublished master’s thesis]. Bahçeşehir University Graduate School of Educational Sciences.
  • Cueva C., H. D. (2018). The Use of Minecraft to foster creativity, collaboration and motivation through Game-Based Learning and Gamification. [Unpublished master’s thesis]. University of Oulu Faculty of Education.
  • Da Silva, J. A., Oliveira, F. C. S., & Martins, D. J. S. (2017). Storytelling e gamificação como estratégia de motivação no ensino de programação com Python e Minecraft [Storytelling and gamification as a motivational strategy in teaching programming with Python and Minecraft]. Paper presented at the SBGames, Brazil. Retrieved from https://www.sbgames.org/sbgames2017/papers/CulturaShort/174214.pdf
  • Demir, Ü., & Cevahir, H. (2020). Algoritmik düşünme yeterliliği ile problem çözme becerisi arasındaki ilişkinin incelenmesi: Mesleki ve teknik anadolu lisesi örneği [Investigation of the relationship between algorithmic thinking capability and problem solving skills: The case of vocational and technical anatolian high school]. Kastamonu Eğitim Dergisi, 28(4), 1610–1619. https://doi.org/10.24106/kefdergi.4179
  • Demir, S., & Eren, E. (2020). Değerlendirme aracı olarak oyunlaştırma platformlarının kullanımının öğrencilerin derse katılım ve akademik motivasyonlarına etkisi [The effects of gamification platforms as an assessment tool on students’ participation and academic motivation]. Asya Öğretim Dergisi, 8(1), 47–65.
  • Dezuanni, M., O’Mara, J., & Beavis, C. (2015). ‘Redstone is like electricity’: Children’s performative representations in and around Minecraft. e-Learning and Digital Media, 12(2), 147–163. https://doi.org/10.1177/2042753014568176
  • Dias, N., & Rosalen, M. (2014). Minecraft: aprendendo mais com blocos [Minecraft: Learning more with blocks]. Cadernos de Educação, 13(27), 158–170. https://doi.org/10.15603/1679-8104/ce.v13n27p158-170
  • Egbert, J., & Borysenko, N. (2019). Standards, engagement, and Minecraft: Optimizing experiences in language teacher education. Teaching and Teacher Education, 85, 115–124. https://doi.org/10.1016/j.tate.2019.06.015
  • Faas, T., & Lin, C. (2017). Self-directed learning in teacher-lead minecraft classrooms. CHI Conference, Denver, CO, ABD. https://doi.org/10.1145/3027063.3053269
  • Hewett, K. J. E., Zeng, G., & Pletcher, B. C. (2020). The acquisition of 21st-century skills through video games: Minecraft design process models and their web of class roles. Simulation & Gaming, 51(3), 336–364. https://doi.org/10.1177/1046878120904976
  • Hultstrand, A. (2015). Minecraft in the Math Classroom. Senior honors theses. Liberty University, Virginia, ABD. Retrieved from https://digitalcommons.liberty.edu/honors/555
  • Jiménez-Porta, A., & Díez-Martínez, E. (2018). Impacto de videojuegos en la fluidez lectora en niños con y sin dislexia. El caso de Minecraft [Impact of videogames on reading fluency in children with and without dyslexia. The case of Minecraft]. Revista Latinoamericana de Tecnología Educativa-RELATEC, 17(1), 77–91. https://doi.org/10.17398/1695-288X.17.1.77
  • Karasar, N. (2012). Bilimsel araştırma yöntemi [Scientific research methods]. Nobel.
  • Karataş, E. (2014). Eğitimde Oyunlaştırma : araştırma eğilimleri [Gamification in education: Research trends]. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 15(2), 315–333.
  • Karsenti, T., & Bugmann, J. (2017). Exploring the educational potential of Minecraft: the case of 118 elementary-school students. International Association for Development of the Information Society, 175–179. https://files.eric.ed.gov/fulltext/ED579314.pdf
  • Kasalak, İ. (2017). Robotik kodlama etkinliklerinin ortaokul öğrencilerinin kodlamaya ilişkin öz-yeterlik algılarına etkisi ve etkinliklere ilişkin öğrenci yaşantıları [Effects of robotic coding activities on the effectiveness of secondary school students‘ self-efficacy and student experience about activities]. [Unpublished master’s thesis]. Hacettepe University Graduate School of Educational Sciences, Ankara.
  • Kozikoğlu, İ., & Altunova, N. (2018). Öğretmen adaylarının 21 . yüzyıl becerilerine ilişkin öz-yeterlik algılarının yaşam boyu öğrenme eğilimlerini yordama gücü [The predictive power of prospective teachers’ self-efficacy perceptions of 21st century skills for their lifelong learning tendencies]. Yükseköğretim ve Bilim Dergisi, 8(3), 522–531.
  • Köseoğlu, E. (2014). İlkokul 4. sınıflarda drama etkinlikleriyle işlenen derslerin öğrencilerin problem çözme ve karar verme becerileri üzerindeki etkilerinin incelenmesi [Investigating the Effects of Students Troubleshooting and Decision Making Skills by Teaching with Drama Activities at Primary School Fourth Grades]. [Unpublished master’s thesis]. Atatürk University Graduate School of Educational Sciences.
  • Kutay, E. (2020). Coding with Minecraft: the development of middle school students’ computational thinking. [Unpublished master’s thesis]. Boğaziçi University Graduate School of Social Sciences. https://doi.org/10.1145/3471573
  • Lane, H. C., Yi, S., Guerrero, B., & Comins, N. (2017). Minecraft as a sandbox for STEM interest development: preliminary results. Paper presented at the 25th International Conference on Computers in Education, New Zeland. Retrieved from https://par.nsf.gov/biblio/10095750
  • Lyngstad, A. (2017). Sandbox games: a way to promote deeper learning in cross-curricular teaching ? [Unpublished master’s thesis]. The Arctic University Department of Education.
  • Näykki, P., Laru, J., Vuopala, E., Siklander, P., & Järvelä, S. (2019). Affective learning in digital education - case studies of social networking system, games for learning, and digital fabrication. Front. Educ, 4(128). https://doi.org/10.3389/feduc.2019.00128
  • Niemeyer, D. J., ve Gerber, H. R. (2015). Maker culture and Minecraft: implications for the future of learning. Educational Media International, 52(3), 216–226. https://doi.org/10.1080/09523987.2015.1075103
  • Nigar, O. (2022). Oyun temelli coğrafya öğretiminde Minecraftedu [Minecraftedu in game based geography teaching]. [Unpublished master’s thesis]. Dokuz Eylül University Graduate School of Educational Sciences.
  • Özkan, Z., & Samur, Y. (2017). Oyunlaştırma yönteminin öğrencilerin motivasyonları üzerine etkisi [The effect of using gamification on students’ motivation]. Ege Eğitim Dergisi, 18(2), 857–886. https://doi.org/10.12984/egeefd.314801
  • Özoğlu, C., & Kaya, E. (2021). Z kuşağı öğretmen adaylarının yaşam boyu öğrenmeleri ve dijital okuryazarlıkları arasındaki ilişki [Analysis of the relationship between the lifelong learning and digital literacy of generation Z teacher candidates]. Anadolu Journal of Educational Sciences International, 11(1), 415–437. https://doi.org/10.18039/ajesi.824040
  • Petrov, A. (2014). Using Minecraft in education: A qualitative study on benefits and challenges of game-based education. [Unpublished master’s thesis]. University of Toronto Ontario Institute of Studies in Education.
  • Pusey, M., & Pusey, G. (2016). Using Minecraft in the science classroom. International Journal of Innovation in Science and Mathematics Education, 23(3), 22–34.
  • Sarıçam, U. (2019). Dijital oyun tabanlı STEM uygulamalarının öğrencilerin STEM alanlarına ilgileri ve bilimsel yaratıcılığı üzerine etkisi: Minecraft örneği [The effect of digital game-based STEM applications on students’ interest in STEM fields and their scientific creativity: Minecraft example]. [Unpublished master’s thesis]. Marmara University Graduate School of Education.
  • Schafer, U. (2017). Training scrum with gamification: lessons learned after two teaching periods. Paper presented at the 2017 IEEE Global Engineering Education Conference (EDUCON), Athens, Greece. Retrieved from https://doi.org/10.1109/EDUCON.2017.7942932.
  • Serin, O., Bulut-Serin, N., & Saygılı, G. (2010). İlköğretim düzeyindeki çocuklar için problem çözme envanteri’nin (ÇPÇE) geliştirilmesi [Developing problem solving inventory for children at the level of primary education (PSIC)]. İlköğretim Online, 9(2), 446–458.
  • Sevgi, S., & Karakaya, M. (2021). Ortaokul öğrencilerinin okuma alışkanlığı ve problem çözme becerisinin incelenmesi [Analysis of middle-school students’ reading and problem-solving abilities]. Gazi Üniversitesi Gazi Eğitim Fakültesi Dergisi, 41(2), 1203-1225. https://doi.org/10.17152/gefad.836544
  • Shaw, E., La, M.T., Phillips, R., & Reilly, E. B. (2014). Play Minecraft! Assessing secondary engineering education using game challenges within a participatory learning environment. Paper presented at the 121st ASEE Annual Conference & Exposition, Washington, ABD. Retrieved from https://doi.org/10.18260/1-2--22918
  • Short, D. (2012). Teaching scientific concepts using a virtual world - Minecraft. Teaching Science, 58(3), 55–58.
  • Smolčec, M., Smolčec, F., & Stevens, V. (2014). Using Minecraft for learning English. TESL-EJ, 18(2), 1–15.
  • Soykan, F. (2018). Sorgulamaya dayalı robotik eğitimin öğrencilerin tablet bilgisayar kabulü, kodlama başarısı ve özyeterliklerine etkisi [The effect of inquiry based learning approach on student’s achievement, use of tablet computer acceptance and coding efficacy in robotic education]. [Unpublished doctoral dissertation]. Near East University Graduate School of Educational Sciences.
  • Steinbeiß, G.-J. H. (2017). Minecraft as a learning and teaching tool - designing integrated game experiences for formal and informal learning activities. [Unpublished master’s thesis]. University of Oulu Faculty of Education.
  • Šajben, J., Klimová, N., & Lovászová, G. (2020). Minecraft: education edition as a game-based learning in Slovakia. Paper presented at the 12th Annual International Conference on Education and New Learning Technologies, Palma, Spain. https://doi.org/10.21125/edulearn.2020.1946
  • Şahin, H., Korkmaz, Ö., Çakır, R., & Uğur Erdoğmuş, F. (2019). Bilişim teknolojileri öğretmenlerinin kodlamaya dönük tutumları, öz-yeterlilikleri ve kodlama öğretimi için kullandıkları yöntemler [The attitudes of the ICT teachers towards coding and coding self-efficacy]. Ondokuz Mayıs Üniversitesi Eğitim Fakültesi Dergisi, 38(2), 1-16. https://doi.org/10.7822/omuefd.612449
  • Şentürk, C. (2020). Oyun temelli fen öğrenme yaşantılarının akademik başarıya, kalıcılığa, tutuma ve öğrenme sürecine etkileri [The effects of game based science learning experiences on academic achievement, retention, attitudes and learning process]. Milli Eğitim Dergisi, 49(227), 159–194.
  • Taşdöndüren, T. (2020). Ortaokul öğrencilerinin bilişim teknolojileri öz-yeterlik algılarının kodlamaya yönelik tutumlarına etkisi [Effect of secondary school students’ self-efficacy perceptions of information Technologies upon their attitudes towards coding]. [Unpublished master’s thesis]. Necmettin Erbakan University Graduate School of Educational Sciences.
  • Uçar, F. M., Uçar, M. B., & Çalışkan, M. (2017). Investigation of gifted students’ problem-solving skills. Journal for the Education of Gifted Young, 5(3), 15-28. http://doi.org/10.17478/JEGYS.2017.61
  • Uusi-Mäkelä, M. (2015). Learning English in Minecraft: a case study on language competences and classroom practices. [Unpublished master’s thesis]. University of Tampere, School of Language.
  • Uyar, A., Öztürk, G., & Öztürk, Y. (2022). Ortaokul öğrencilerinin kodlamaya yönelik tutumları [Attitudes of secondary school students towards coding]. İnönü Üniversitesi Eğitim Bilimleri Enstitüsü Dergisi, 9(18), 1-11. https://doi.org/10.29129/inujgse.1166046
  • Üzümcü, Ö., & Bay, E. (2018). Eğitimde yeni 21. yüzyıl becerisi: bilgi işlemsel düşünme [A new 21st century skill in education: Computational thinking]. Uluslararası Türk Kültür Coğrafyasında Sosyal Bilimler Dergisi, 3(2), 1–16.
  • Wilson, S., & Rennie, J. (2019). “The very ugly duckling” meets Minecraft: identity work and interpretive competence. Literacy, 53(4), 206–215. https://doi.org/10.1111/lit.12183
  • Yenice, N., Alpak Tunç, G., & Candarlı, F. (2019). Fen eğitiminde TGA uygulamasının 6. sınıf öğrencilerinin problem çözme becerileri üzerindeki etkisinin incelenmesi [Investigarion of the effect of POE application in science education on the problem solving skills of 6th grades]. Inonu University Journal of the Graduate School of Education 6(11), 17-27. https://doi.org/10.29129/inujgse.455848
  • Yıldız, M., Çiftçi, E., & Karal, H. (2017). Bilişimsel düşünme ve programlama [Computational thinking and programming]. In H. F. Odabaşı, B. Akkoyunlu ve A. İşman (Eds.) Eğitim Teknolojileri Okumaları (pp. 75–86). PegemA.
  • Yiğit, M. F. (2016). Görsel programlama ortamı ile öğretimin öğrencilerin bilgisayar programlamayı öğrenmesine ve programlamaya karşı tutumlarına etkisinin incelenmesi [Investigating the effect of instruction through visual programming environment on students’ learning computer programming and attitudes toward programming]. [Unpublished master’s thesis]. Ondokuz Mayıs University Graduate School of Educational Sciences.
  • Zorn, C., Wingrave, C., Charbonneau, E., & LaViola Jr, J. J. (2013). Exploring Minecraft as a conduit for increasing interest in programming. Paper presented at the Foundations of Digital Games (FDG 2013), Greece. Retrieved from http://eecs.ucf.edu/isuelab/publications/pubs/paper46_zorn_etal.pdf
Toplam 63 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Makaleler
Yazarlar

Hanife Aktaş Kumral 0000-0002-3416-8712

Emre Çam 0000-0001-9413-0292

Yayımlanma Tarihi 29 Mart 2023
Gönderilme Tarihi 26 Ocak 2023
Kabul Tarihi 22 Şubat 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 2023 Sayı: 20

Kaynak Göster

APA Aktaş Kumral, H., & Çam, E. (2023). The Effect of Coding Education with Minecraft EDU on Students’ Problem Solving Skills and Their Attitudes towards Coding. Uluslararası Türk Eğitim Bilimleri Dergisi, 2023(20), 1-40. https://doi.org/10.46778/goputeb.1242871