教育游戏教学中教师自我效能的调查——以阿拉尼亚为例

Meriç Ödemi̇ş, Mehmet Arslan
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摘要

本研究旨在(1)比较教师在性别、年龄、婚姻状况、学历、资历、不同学科等方面的教育博弈自我效能感;(2)考察教师的教育博弈自我效能感水平。本研究采用一般调查方法。本研究样本组由50名体育教师、50名幼教教师和50名任课教师组成,共150名阿拉尼亚区教师。在数据收集方面,通过Google®表格将Altınkök和Yılmaz(2018)开发的“教育游戏自我效能量表”和人口统计信息表在线应用于自愿参与研究的个人。采用IBM SPSS 25.0统计软件包程序对研究所得数据进行分析。由于峰度检验和偏度检验表明数据呈正态分布,因此对二元变量采用独立T检验,对三个或三个以上变量采用单因素方差分析检验。结果表明,在年龄、资历和分支变量方面,参与者的教育游戏能力存在显著差异。然而,在性别和教育程度变量上没有发现显著差异。此外,体育教师的教育游戏自我效能感高于其他学科教师,而学前教师在应用维度上的效能感低于其他学科教师。结果表明,教师对教育游戏的自我效能感处于较高水平,但在某些变量上存在差异。
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Investigation of Teachers’ Self Efficieny of Educational Game Teaching: Case of Alanya
In this study, it was aimed (i) to compare teachers' educational game playing self-efficacy in terms of gender, age, marital status, educational status, seniority, different branches and (ii) to examine educational game playing self-efficacy levels. General survey method was used in the research. The sample group of the study consisted of 50 physical education and sports, 50 preschool and 50 classroom teachers, totalling 150 teachers working in Alanya district. In data collection, the 'Educational Play Self-Efficacy Scale' developed by Altınkök and Yılmaz (2018) and the demographic information form were applied online via Google® forms to the individuals who voluntarily participated in the study. The data obtained from the study were analysed using IBM SPSS 25.0 statistical package programme. Since the data showed normal distribution as a result of the kurtosis and skewness test, Independent T test was used for binary variables and One Way Anova test was used for three or more variables. As a result of the findings, it was determined that there was a significant difference in the participants' educational game playing competences in terms of age, seniority and branch variables. However, no significant difference was found in terms of gender and educational status variables. In addition, while physical education and sports teachers' self-efficacy in playing educational games is better than other branch teachers, pre-school teachers' efficacy levels in the application dimension are lower than other branches. It was determined that teachers' self-efficacy for playing educational games was at a high level, but there were differences in their self-efficacy for playing educational games in terms of some variables.
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