Yayın:
The Impact of Using Educational and Digital Games on Middle School Students Science Achievement

dc.contributor.authorIvgin, Asli Bahar
dc.contributor.authorAkcay, Hakan
dc.date.accessioned2026-06-27T15:10:18Z
dc.date.issued2024
dc.description.abstractGame-based learning has attracted great interest in science education as an effective way to increase student achievement. Most studies in this field have focused on digital or non-digital games. In the literature, some studies generally compare educational games with traditional teaching methods. More studies need to be conducted to compare the effects of digital and non- digital games on achievement. For this reason, the study's primary purpose is to examine the impact of different types of games, namely educational and digital games, and their combinations on students' academic achievement and views on the learning process. In this context, the researcher used three different methods to be applied to three experimental groups and one control group. The research was carried out on 77 5th-grade students studying in a public school in Turkey. Both quantitative and qualitative research methods were used in the quasi-experimental design. Data were obtained through the 'Human and Environment Unit Achievement Test' and semi-structured interviews. The results showed that students in the educational and digital games sections were significantly better at science achievement than students in the textbook-oriented section. No significant difference was found between the digital game-based and educational game-based students in terms of achievement. The academic achievement of the group in which these two game types were used together was higher than the others. In addition, most students were satisfied with the using educational and digital games in science lessons and found the games fun and motivating.en
dc.description.sponsorshipYildiz Technical University Scientific Research Projects Coordination Unit [FDK-2022-4853]
dc.description.urihttps://doi.org/10.46328/ijte.781
dc.identifier.doi10.46328/ijte.781
dc.identifier.eissn2689-2758
dc.identifier.endpage416
dc.identifier.issue3
dc.identifier.startpage386
dc.identifier.urihttps://hdl.handle.net/20.500.14981/68542
dc.identifier.volume7
dc.identifier.wos001259960900002
dc.language.isoeng
dc.publisherINT SOC TECHNOLOGY EDUCATION & SCIENCE-ISTES
dc.relation.ispartofINTERNATIONAL JOURNAL OF TECHNOLOGY IN EDUCATION
dc.rightsopenAccess
dc.subjectEducational games
dc.subjectDigital games
dc.subjectScience education
dc.subjectAcademic achievement
dc.subjectARGUMENTATIVE DISCOURSE
dc.subjectTEACHER PERCEPTIONS
dc.subjectEPISTEMIC BELIEFS
dc.subjectENGAGING STUDENTS
dc.subjectENGAGEMENT
dc.subjectGAMIFICATION
dc.subjectMOTIVATION
dc.subjectSKILLS
dc.subjectPLAY
dc.subjectMETAANALYSIS
dc.subjectEducation & Educational Research
dc.titleThe Impact of Using Educational and Digital Games on Middle School Students Science Achievement
dc.typeArticle
dspace.entity.typePublication
local.import.sourceWOS

Dosyalar

Koleksiyonlar