The Effect of Educational Digital Games on Academic Success and Attitude in 3rd Grade Mathematics Class

Q3 Social Sciences Participatory Educational Research Pub Date : 2024-03-03 DOI:10.17275/per.24.28.11.2
Handan Kocabatmaz, Gülçin Kezban Saraçoğlu
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Abstract

Educational digital games are games designed for educational purposes. These games are used to provide students with certain knowledge, and designated with a with a view to improving their skills or to shaping their behavior. The aim of this study is to determine the effect of educational digital games Wordwall and Matific used in teaching primary school mathematics course on student achievement and attitude. Pre-test and post-test were applied to the experimental and control groups of the study in which quasi-experimental method was used. The study group consisted of 48 students studying in the 3rd grade of a public primary school. In the experimental group of the study, educational digital games Wordwall and Matific were used in the measurement unit of the mathematics course (length, perimeter, area, and liquid measurement). In the control group, the same subject was presented in accordance with the instructions in the third grade mathematics teacher's guide provided by Republic of Türkiye Ministry of National Education. The data were collected with the 20-question "Mathematics Achievement Test", which was jointly determined by the classroom teachers and the researchers, and the "Mathematics Course Attitude Scale" consisting of 13 items developed by Ayvaz (2010). In the analysis of the data, t-test for independent and dependent groups, which is one of the parametric tests appropriate to the research hypotheses, was applied. The findings of the study show the effectiveness of educational digital games in affecting students' academic achievement and attitudes. Based on this result, it is recommended that teachers should benefit from trainings in order to use educational digital games effectively in lessons.
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教育数字游戏对三年级数学课学习成绩和态度的影响
教育数字游戏是为教育目的而设计的游戏。这些游戏用于向学生传授某些知识,并指定用于提高他们的技能或塑造他们的行为。本研究旨在确定在小学数学课程教学中使用教育数字游戏 Wordwall 和 Matific 对学生成绩和态度的影响。研究采用了准实验法,对实验组和对照组分别进行了前测和后测。研究组由 48 名就读于公立小学三年级的学生组成。实验组在数学课程的测量单元(长度、周长、面积和液体测量)中使用了教育数字游戏 Wordwall 和 Matific。对照组则按照图尔基耶共和国国民教育部提供的三年级数学教师指导手册中的说明讲解相同的内容。数据收集采用了由任课教师和研究人员共同确定的 20 个问题的 "数学成绩测验 "和 Ayvaz(2010 年)编制的由 13 个项目组成的 "数学课程态度量表"。在分析数据时,采用了与研究假设相适应的参数检验之一,即独立组和因果组的 t 检验。研究结果表明,教育数字游戏能有效影响学生的学习成绩和学习态度。基于这一结果,建议教师参加培训,以便在课堂上有效地使用教育数字游戏。
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来源期刊
Participatory Educational Research
Participatory Educational Research Social Sciences-Education
CiteScore
1.50
自引率
0.00%
发文量
147
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