The Effect of Educational Digital Games on Academic Success and Attitude in 3rd Grade Mathematics Class
Participatory Educational Research (PER) , cilt.11, sa.2, ss.230-244, 2024 (Scopus)
- Yayın Türü: Makale / Tam Makale
- Cilt numarası: 11 Sayı: 2
- Basım Tarihi: 2024
- Doi Numarası: 10.17275/per.24.28.11.2
- Dergi Adı: Participatory Educational Research (PER)
- Derginin Tarandığı İndeksler: Scopus
- Sayfa Sayıları: ss.230-244
- Açık Arşiv Koleksiyonu: AVESİS Açık Erişim Koleksiyonu
- Gazi Üniversitesi Adresli: Evet
Özet
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.