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Eğitsel Dijital Kaçış Oyunlarının Matematik Derslerinde Başarı ve Motivasyon Üzerindeki Etkileri

Year 2025, Volume: 8 Issue: 1, 136 - 151, 31.01.2025
https://doi.org/10.31681/jetol.1603015

Abstract

Eğitici dijital kaçış oyunları (EDKO), oyuncuların kilitli bir odadan kaçmak için bulmacaları çözmeleri ve zorlukları tamamlamaları gereken sürükleyici oyunlar olan kaçış odalarının dijital versiyonlarıdır. EDKO'lar matematik de dahil olmak üzere çeşitli konuları öğretmenin etkili bir yoludur. Bu çalışmada, EDKO' ların ilkokul öğrencilerinin matematik dersindeki akademik başarıları ve motivasyonları üzerindeki etkileri araştırılmıştır. Dijital kaçış oyunlarının matematik dersindeki akademik başarıya etkisini belirlemek amacıyla yapılan bu çalışmada açıklayıcı sıralı desen kullanılmıştır. Bu karma yöntem deseni, ölçülen özelliğin başlangıç noktasının bilinmesini ve buna bağlı olarak oluşacak değişimin ölçülüp test edilmesini mümkün kılmaktadır. Çalışmanın katılımcıları İstanbul'daki özel bir ilkokuldan 45 üçüncü sınıf öğrencisidir. Öğrenciler, dört hafta boyunca Genially adlı bir EDKO oynayan deney grubuna ya da aynı süre boyunca geleneksel matematik eğitimi alan kontrol grubuna rastgele atanmışlardır. Çalışmanın sonunda öğrencilere akademik başarı testi ve motivasyon anketi uygulanmıştır. Akademik başarı testinin sonuçları, EDKO oynayan deney grubu öğrencilerinin kontrol grubu öğrencilerinden ortalama olarak daha iyi performans gösterdiğini ortaya koymuştur. Ancak motivasyon açısından iki grup arasında anlamlı bir fark bulunmamıştır. Bu çalışmanın bulguları, EDKO' ların öğrencilerin matematikteki akademik başarılarını artırmak için etkili bir yol olabileceğini göstermektedir. Ancak, EDKO' ların öğrencilerin öğrenmesi ve motivasyonu üzerindeki uzun vadeli etkilerini incelemek için daha fazla araştırmaya ihtiyaç vardır. Çalışma, dijital çağda öğrenciler için çekici bir öğrenme aracı olarak eğitsel dijital kaçış oyunlarının potansiyelini vurgulamakta ve matematik öğrenimini daha etkili ve eğlenceli hale getirmektedir.

References

  • Aktepe, V., Tahiroğlu, M. & Acer, T. (2015). Matematik eğitiminde kullanılan öğretim yöntemlerine ilişkin öğrenci görüşleri. Nevşehir Hacı Bektaş Veli Üniversitesi SBE Dergisi, 4(2), 127-143.
  • Akyol, B., Ural, A. (2023). Sosyal, Beşeri ve İdari Bilimler Temel Alanında Akademik Çalışmalar. İstanbul: Karadeniz kitap.
  • Bakar, D. N. N., Shahrill, M., & Zakariya, Y. F. (2023). Digital Escape Game and Students’ Learning Outcomes in Mathematics: Experience From Brunei. Sage Open, 13(4). https://doi.org/10.1177/21582440231216838
  • Balantekin, Y. & Oksal, A. (2014). İlkokul 3. ve 4. Sınıf Öğrencileri İçin Matematik Dersi Motivasyon Ölçeği. Cumhuriyet Uluslararası Eğitim Dergisi , 3 (2) , 102-113 . DOI: 10.30703/cije.321344
  • Bisanti, M., Di Paolo, R., Pizziol, V., Accardi, S., Maggi, F., Paladino, G., Ricciardi, E., & Bilancini, E. (2022). Digital Escape Games in educational programs for Financial Literacy. European Conference on Games Based Learning, 16(1), 666–674. https://doi.org/10.34190/ecgbl.16.1.857
  • Bond, M. (2020). Facilitating student engagement through the flipped learning approach in K12: A systematic review. Computers & Education, 15(1), 1-36. https://doi.org/10.1016/j.compedu.2020.103819
  • Borrás-Gené, O., Díez, R.M., & Macías-Guillén, A. (2022). Digital Educational Escape Room Analysis Using Learning Styles. Information. 13(11):522. https://doi.org/10.3390/info13110522
  • Borrego, C., Fernandez, C., Blanes, I., & Robles, S. (2017). Room escape at class: Escape games activities to facilitate the motivation and learning in computer science. JOTSE, 7(2), 162–171.
  • Buchner, J. (2023). Effekte eines augmented reality escape games auf das lernen über fake news. MedienPädagogik: Zeitschrift Für Theorie Und Praxis Der Medienbildung, 51, 65–86. https://doi.org/10.21240/mpaed/51/2023.01.12.x
  • Clare, A. (2015). Escape the game: How to make puzzles and escape rooms. Wero Creative Press.
  • Clarke, S., Peel, D. J., Arnab, S., Morini, L., Keegan, H., & Wood, O. (2017). escapED: a framework for creating educational escape rooms and Interactive Games For Higher/Further Education. International Journal of Serious Games, 4(3), 73–86.
  • Clune, M. L. (2019). Digital Escape Game. Pacific Journal of Technology Enhanced Learning, 2(1), 4. https://doi.org/10.24135/pjtel.v2i1.19
  • Çankaya, S. & Karamete, A. (2009). The effects of educational computer games on students’ attitudes towards mathematics course and educational computer games. Procedia Social and Behavioral Sciences, 1, 145–149.
  • Creswell, J. W., & Plano-Clark, V. L. (2017). Designing and conducting mixed methods research (3rd Ed.). Sage Press.
  • Deeb, F.A. & Hickey, T.J., (2019). Teaching introductory cryptography using a 3D escape- the-room game. IEEE Fontiers in Education Conference. Doi: 10.1109/FIE43999.2019.9028549 https://ieeexplore.ieee.org/document/9028549
  • Duggins, R. (2019). Innovation and problem-solving teaching case: The breakout box–a desktop escape room. Journal of Organizational Psychology, 19(4).
  • Emre, B., Güllep, B., Şenel, G. H., & Liman Kaban, A. (2022). Investigation of Video Game Players' Informal Learning Experiences and Their Influence on Learning English as a Foreign Language. In S. Karpava (Ed.), Handbook of Research on Teacher and Student Perspectives on the Digital Turn in Education (pp. 190-212). IGI Global. https://doi.org/10.4018/978-1-6684-4446-7.ch010
  • Fotaris, P., & Mastoras, T. (2019). Escape rooms for learning: A systematic review. In ECGBL 2019 13th European conference on game-based learning. Denmark: Academic Conferences and publishing limited.
  • Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2018). How to design and evaluate research in education (10th Ed.). McGraw-Hill Press.
  • Gómez-Urquiza JL, Gómez-Salgado J, Albendín-García L, Correa-Rodríguez M, González- Jiménez E, Cañadas-De la Fuente GA. (2019). The impact on nursing students’ opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study. Nurse Educ Today; 72:73–76. https://doi.org/10.1016/j.nedt.2018.10.018
  • Horat, B., & Przybylla, M. (2021). CS Learning in Educational Escape Room. The 16th Workshop in Primary and Secondary Computing Education. https://doi.org/10.1145/3481312.3481327
  • Huang, S.-Y., Kuo, Y.-H., & Chen, H.C. (2020). Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability. Thinking Skills and Creativity, 37, 100681. https://doi.org/10.1016/j.tsc.2020.100681
  • Huizenga, J., W. Admiraal, S. Akkerman, and G. T. Dam. (2009). Mobile Game-Based Learning in Secondary Education: Engagement, Motivation and Learning in a Mobile City Game. Journal of Computer Assisted Learning. 25 (4): 332–344. https://doi.org/10.1111/j.1365- 2729.2009.00316.x.
  • Jambhekar, K., Pahls, R. P., & Deloney, L. A. (2020). Benefits of an escape room as a novel educational activity for radiology residents. Academic Radiology, 27(2),276–283.
  • Jiménez, C., Arís, N., Magreñán Ruiz, Á. A., & Orcos, L., (2020). Digital Escape Room, Using Genial. Ly and a Breakout to Learn Algebra at Secondary Education Level in Spain. Education Sciences, 10(10), 271.
  • Karageorgiou, Z., Mavrommati, E., & Fotaris, P. (2019). October). Escape Room Design as a Game-Based Learning Process for STEAM Education. In Proceedings of the ECGBL 2019 13th European Conference on Game-Based Learning, Elbæk, Lars, Odense, Denmark (pp. 3-4) (pp. 3–4). SCITEPRESS-Science and Technology Publications.
  • Karampa, V. & Paraskeva, F. (2024). Digital Educational Escape Rooms as e-courses using D-EER4SmL: Investigation of motivational affordances. 18th European Conference on Games Based Learning - ECGBL 2024.
  • Lagmay, S. B., Duldulao, S. M. D., Gallena, B. D., Pascua, M. T., & Cruz, N. T. (2024). Effects of Game-Based Mathematics Learning on Students’ Academic Achievement. International Journal For Multidisciplinary Research, 6(5). https://doi.org/10.36948/ijfmr.2024.v06i05.28280
  • Liman Kaban, A., & Karadeniz, S. (2021). Children’s Reading Comprehension and Motivation on Screen Versus on Paper. SAGE Open, 11(1). https://doi.org/10.1177/2158244020988849
  • Liman Kaban, A. (2021). Gamified E-Reading Experiences and Their Impact on Reading Comprehension and Attitude in EFL Classes. International Journal of Mobile and Blended Learning, 13(3), 71–90. doi:10.4018/IJMBL.2021070105
  • Liu, C., Patel, R., Ogunjinmi, B., Briffa, C., Allain-Chapman, M., Coffey, J., Kallam, N., Leung, M. S. T., Lim, A., Shamsad, S., El-Sharnouby, F., Tsang, E., Whitehead, J., Bretherton, J., Ramsay, L., & Shelmerdine, S. C. (2020). Feasibility of a paediatric radiology escape room for undergraduate education. Insights into imaging, 11(1), 50. https://doi.org/10.1186/s13244-020-00856-9
  • Menon, D., & Romero, M. (2020). Game mechanics supporting a learning and playful experience in educational escape games. Global Perspectives on Gameful and Playful Teaching and Learning, 143–162. https://doi.org/10.4018/978-1-7998-2015-4.ch007
  • Queiruga-Dios, A., Santos S´anchez, M. J., Queiruga Dios, M., Gayoso Martínez, V., & Hern´andez Encinas, A. (2020). A virus infected your laptop. Let’s play an escape game. Mathematics, 8(2), 166.
  • Samur Y., (2020). 1 Yeni Bildiriminiz Var, 1. Edition, Nemesis Publishing House, İstanbul.
  • Şahin, G. (2023). Designing a digital escape room game: An experience of a digital learning tool in basic education. Journal of Educational Technology & Online Learning, 6(4), 925-946
  • Troussas, C., Krouska, A., & Sgouropoulou, C. (2022). Employing FFNN and learning styles to improve knowledge acquisition in Educational Digital Games. Novel & Intelligent Digital Systems: Proceedings of the 2nd International Conference (NiDS 2022), 95–103. https://doi.org/10.1007/978-3-031-17601-2_10
  • Veldkamp, A.; Merx, S.; van Winden, J. (2020). Educational Escape Rooms: Challenges in Aligning Game and Education. https://doi.org/10.20944/preprints202010.0344.v1
  • Veldkamp, A., van de Grint, L., Knippels, M.P., & van Joolingen, W.R. (2020). Escape education: A systematic review on escape rooms in education. Educational Research Review.
  • Vidergor, H. E. (2021). Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education, 16(6), 104156. https://doi.org/10.1016/j.compedu.2021.104156
  • Videnovik, M., Vold, T., Dimova, G., Kiønig, L. V., & Trajkovik, V. (2022). Migration of an escape room–style educational game to an online environment: Design thinking methodology. JMIR Serious Games, 10(3). https://doi.org/10.2196/32095
  • Voloshynov, S. A., Popova, H. V., Yurzhenko, A. Y., & Shmeltser, E. O. (2019). The use of digital escape room in educational electronic environment of maritime higher education institutions. CTE Workshop Proceedings, 7, 347-359. https://doi.org/10.55056/cte.364.
  • Yoleri, S., & Uyumaz, G. (2021). The effect of the training program of digital game design and escape rooms on science and art center teachers’ technology acceptance, digital game development self-efficacy and use of digital games. Journal of Educational Technology and Online Learning, 4(4), 793-804. https://doi.org/10.31681/jetol.1021845

The effects of educational digital escape games on achievement and motivation in Mathematics courses

Year 2025, Volume: 8 Issue: 1, 136 - 151, 31.01.2025
https://doi.org/10.31681/jetol.1603015

Abstract

Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45 third-grade students from a private school in Istanbul were divided into experimental and control groups. The experimental group used an EDEG designed with the ADDIE model over four weeks, while the control group followed traditional teaching methods. Results show the experimental group’s academic achievement significantly improved compared to the control group, but no significant difference in motivation was observed. The study highlights EDEGs as effective tools for enhancing mathematics learning while emphasizing the need for further research on their long-term impacts.

References

  • Aktepe, V., Tahiroğlu, M. & Acer, T. (2015). Matematik eğitiminde kullanılan öğretim yöntemlerine ilişkin öğrenci görüşleri. Nevşehir Hacı Bektaş Veli Üniversitesi SBE Dergisi, 4(2), 127-143.
  • Akyol, B., Ural, A. (2023). Sosyal, Beşeri ve İdari Bilimler Temel Alanında Akademik Çalışmalar. İstanbul: Karadeniz kitap.
  • Bakar, D. N. N., Shahrill, M., & Zakariya, Y. F. (2023). Digital Escape Game and Students’ Learning Outcomes in Mathematics: Experience From Brunei. Sage Open, 13(4). https://doi.org/10.1177/21582440231216838
  • Balantekin, Y. & Oksal, A. (2014). İlkokul 3. ve 4. Sınıf Öğrencileri İçin Matematik Dersi Motivasyon Ölçeği. Cumhuriyet Uluslararası Eğitim Dergisi , 3 (2) , 102-113 . DOI: 10.30703/cije.321344
  • Bisanti, M., Di Paolo, R., Pizziol, V., Accardi, S., Maggi, F., Paladino, G., Ricciardi, E., & Bilancini, E. (2022). Digital Escape Games in educational programs for Financial Literacy. European Conference on Games Based Learning, 16(1), 666–674. https://doi.org/10.34190/ecgbl.16.1.857
  • Bond, M. (2020). Facilitating student engagement through the flipped learning approach in K12: A systematic review. Computers & Education, 15(1), 1-36. https://doi.org/10.1016/j.compedu.2020.103819
  • Borrás-Gené, O., Díez, R.M., & Macías-Guillén, A. (2022). Digital Educational Escape Room Analysis Using Learning Styles. Information. 13(11):522. https://doi.org/10.3390/info13110522
  • Borrego, C., Fernandez, C., Blanes, I., & Robles, S. (2017). Room escape at class: Escape games activities to facilitate the motivation and learning in computer science. JOTSE, 7(2), 162–171.
  • Buchner, J. (2023). Effekte eines augmented reality escape games auf das lernen über fake news. MedienPädagogik: Zeitschrift Für Theorie Und Praxis Der Medienbildung, 51, 65–86. https://doi.org/10.21240/mpaed/51/2023.01.12.x
  • Clare, A. (2015). Escape the game: How to make puzzles and escape rooms. Wero Creative Press.
  • Clarke, S., Peel, D. J., Arnab, S., Morini, L., Keegan, H., & Wood, O. (2017). escapED: a framework for creating educational escape rooms and Interactive Games For Higher/Further Education. International Journal of Serious Games, 4(3), 73–86.
  • Clune, M. L. (2019). Digital Escape Game. Pacific Journal of Technology Enhanced Learning, 2(1), 4. https://doi.org/10.24135/pjtel.v2i1.19
  • Çankaya, S. & Karamete, A. (2009). The effects of educational computer games on students’ attitudes towards mathematics course and educational computer games. Procedia Social and Behavioral Sciences, 1, 145–149.
  • Creswell, J. W., & Plano-Clark, V. L. (2017). Designing and conducting mixed methods research (3rd Ed.). Sage Press.
  • Deeb, F.A. & Hickey, T.J., (2019). Teaching introductory cryptography using a 3D escape- the-room game. IEEE Fontiers in Education Conference. Doi: 10.1109/FIE43999.2019.9028549 https://ieeexplore.ieee.org/document/9028549
  • Duggins, R. (2019). Innovation and problem-solving teaching case: The breakout box–a desktop escape room. Journal of Organizational Psychology, 19(4).
  • Emre, B., Güllep, B., Şenel, G. H., & Liman Kaban, A. (2022). Investigation of Video Game Players' Informal Learning Experiences and Their Influence on Learning English as a Foreign Language. In S. Karpava (Ed.), Handbook of Research on Teacher and Student Perspectives on the Digital Turn in Education (pp. 190-212). IGI Global. https://doi.org/10.4018/978-1-6684-4446-7.ch010
  • Fotaris, P., & Mastoras, T. (2019). Escape rooms for learning: A systematic review. In ECGBL 2019 13th European conference on game-based learning. Denmark: Academic Conferences and publishing limited.
  • Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2018). How to design and evaluate research in education (10th Ed.). McGraw-Hill Press.
  • Gómez-Urquiza JL, Gómez-Salgado J, Albendín-García L, Correa-Rodríguez M, González- Jiménez E, Cañadas-De la Fuente GA. (2019). The impact on nursing students’ opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study. Nurse Educ Today; 72:73–76. https://doi.org/10.1016/j.nedt.2018.10.018
  • Horat, B., & Przybylla, M. (2021). CS Learning in Educational Escape Room. The 16th Workshop in Primary and Secondary Computing Education. https://doi.org/10.1145/3481312.3481327
  • Huang, S.-Y., Kuo, Y.-H., & Chen, H.C. (2020). Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability. Thinking Skills and Creativity, 37, 100681. https://doi.org/10.1016/j.tsc.2020.100681
  • Huizenga, J., W. Admiraal, S. Akkerman, and G. T. Dam. (2009). Mobile Game-Based Learning in Secondary Education: Engagement, Motivation and Learning in a Mobile City Game. Journal of Computer Assisted Learning. 25 (4): 332–344. https://doi.org/10.1111/j.1365- 2729.2009.00316.x.
  • Jambhekar, K., Pahls, R. P., & Deloney, L. A. (2020). Benefits of an escape room as a novel educational activity for radiology residents. Academic Radiology, 27(2),276–283.
  • Jiménez, C., Arís, N., Magreñán Ruiz, Á. A., & Orcos, L., (2020). Digital Escape Room, Using Genial. Ly and a Breakout to Learn Algebra at Secondary Education Level in Spain. Education Sciences, 10(10), 271.
  • Karageorgiou, Z., Mavrommati, E., & Fotaris, P. (2019). October). Escape Room Design as a Game-Based Learning Process for STEAM Education. In Proceedings of the ECGBL 2019 13th European Conference on Game-Based Learning, Elbæk, Lars, Odense, Denmark (pp. 3-4) (pp. 3–4). SCITEPRESS-Science and Technology Publications.
  • Karampa, V. & Paraskeva, F. (2024). Digital Educational Escape Rooms as e-courses using D-EER4SmL: Investigation of motivational affordances. 18th European Conference on Games Based Learning - ECGBL 2024.
  • Lagmay, S. B., Duldulao, S. M. D., Gallena, B. D., Pascua, M. T., & Cruz, N. T. (2024). Effects of Game-Based Mathematics Learning on Students’ Academic Achievement. International Journal For Multidisciplinary Research, 6(5). https://doi.org/10.36948/ijfmr.2024.v06i05.28280
  • Liman Kaban, A., & Karadeniz, S. (2021). Children’s Reading Comprehension and Motivation on Screen Versus on Paper. SAGE Open, 11(1). https://doi.org/10.1177/2158244020988849
  • Liman Kaban, A. (2021). Gamified E-Reading Experiences and Their Impact on Reading Comprehension and Attitude in EFL Classes. International Journal of Mobile and Blended Learning, 13(3), 71–90. doi:10.4018/IJMBL.2021070105
  • Liu, C., Patel, R., Ogunjinmi, B., Briffa, C., Allain-Chapman, M., Coffey, J., Kallam, N., Leung, M. S. T., Lim, A., Shamsad, S., El-Sharnouby, F., Tsang, E., Whitehead, J., Bretherton, J., Ramsay, L., & Shelmerdine, S. C. (2020). Feasibility of a paediatric radiology escape room for undergraduate education. Insights into imaging, 11(1), 50. https://doi.org/10.1186/s13244-020-00856-9
  • Menon, D., & Romero, M. (2020). Game mechanics supporting a learning and playful experience in educational escape games. Global Perspectives on Gameful and Playful Teaching and Learning, 143–162. https://doi.org/10.4018/978-1-7998-2015-4.ch007
  • Queiruga-Dios, A., Santos S´anchez, M. J., Queiruga Dios, M., Gayoso Martínez, V., & Hern´andez Encinas, A. (2020). A virus infected your laptop. Let’s play an escape game. Mathematics, 8(2), 166.
  • Samur Y., (2020). 1 Yeni Bildiriminiz Var, 1. Edition, Nemesis Publishing House, İstanbul.
  • Şahin, G. (2023). Designing a digital escape room game: An experience of a digital learning tool in basic education. Journal of Educational Technology & Online Learning, 6(4), 925-946
  • Troussas, C., Krouska, A., & Sgouropoulou, C. (2022). Employing FFNN and learning styles to improve knowledge acquisition in Educational Digital Games. Novel & Intelligent Digital Systems: Proceedings of the 2nd International Conference (NiDS 2022), 95–103. https://doi.org/10.1007/978-3-031-17601-2_10
  • Veldkamp, A.; Merx, S.; van Winden, J. (2020). Educational Escape Rooms: Challenges in Aligning Game and Education. https://doi.org/10.20944/preprints202010.0344.v1
  • Veldkamp, A., van de Grint, L., Knippels, M.P., & van Joolingen, W.R. (2020). Escape education: A systematic review on escape rooms in education. Educational Research Review.
  • Vidergor, H. E. (2021). Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education, 16(6), 104156. https://doi.org/10.1016/j.compedu.2021.104156
  • Videnovik, M., Vold, T., Dimova, G., Kiønig, L. V., & Trajkovik, V. (2022). Migration of an escape room–style educational game to an online environment: Design thinking methodology. JMIR Serious Games, 10(3). https://doi.org/10.2196/32095
  • Voloshynov, S. A., Popova, H. V., Yurzhenko, A. Y., & Shmeltser, E. O. (2019). The use of digital escape room in educational electronic environment of maritime higher education institutions. CTE Workshop Proceedings, 7, 347-359. https://doi.org/10.55056/cte.364.
  • Yoleri, S., & Uyumaz, G. (2021). The effect of the training program of digital game design and escape rooms on science and art center teachers’ technology acceptance, digital game development self-efficacy and use of digital games. Journal of Educational Technology and Online Learning, 4(4), 793-804. https://doi.org/10.31681/jetol.1021845
There are 42 citations in total.

Details

Primary Language English
Subjects Instructional Technologies
Journal Section Articles
Authors

Hatice Kubra Işık 0000-0002-7743-817X

Aysegul Liman Kaban 0000-0003-3813-2888

Publication Date January 31, 2025
Submission Date December 17, 2024
Acceptance Date January 31, 2025
Published in Issue Year 2025 Volume: 8 Issue: 1

Cite

APA Işık, H. K., & Liman Kaban, A. (2025). The effects of educational digital escape games on achievement and motivation in Mathematics courses. Journal of Educational Technology and Online Learning, 8(1), 136-151. https://doi.org/10.31681/jetol.1603015