Publication: 5. Sınıf 'Canlılar Dünyasını Gezelim ve Tanıyalım' Ünitesinin Klasik Eğitsel Oyunlar ve Teknoloji Destekli Eğitsel Oyunlarla Öğretiminin Değerlendirilmesi
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Bu araştırmanın amacı; 5. sınıf Fen Bilimleri dersi Canlılar Dünyasını Gezelim ve Tanıyalım ünitesi için eğitsel içerikli, klasik ve teknoloji destekli oyunları kapsayan öğretim tasarımları geliştirmek, bu tasarımların ders içi ve ders dışı eğitim süreçlerinde öğrencilerin akademik başarıları, çevresel farkındalıkları, fen bilimleri, fen etkinlikleri, oyun ile bilgisayar kullanımına yönelik tutumları ve kavramsal değişimleri üzerindeki etkisini ortaya koymaktır. Öğrencilerin oyun tabanlı öğrenme modeli uygulama süreci ve oyun konusundaki görüşlerini belirlemek de araştırmanın bir diğer amacıdır. Araştırma nicel ve nitel yöntemlerin birleştirildiği karma yöntem araştırması şeklinde yürütülmüştür. Araştırmanın nicel boyutunda deneysel araştırma yöntemi kullanılmıştır. Ders içi süreç ön test- son test kontrol gruplu yarı deneysel araştırma deseni; ders dışı süreç ise ön test- son test kontrol gruplu gerçek deneysel araştırma deseni şeklinde, üçer farklı grupla yürütülmüştür. Canlılar Dünyasını Gezelim ve Tanıyalım ünitesi öğretiminde, Deney-1 grubunda (DG1) klasik sınıf içi oyunlar ve drama uygulamalarını içeren tasarım, Deney-2 grubunda (DG2) teknoloji destekli oyunları içeren tasarım, Kontrol grubunda (KG) ise 2013 Fen Bilimleri Dersi Öğretim Programı (FBDÖP) etkinlikleri kullanılmıştır. Araştırma 2014-2015 eğitim- öğretim yılı ikinci döneminde üç farklı okulun 5. sınıfına devam eden toplam 226 öğrenci ile (Ders İçi Süreç (DG1: 60, DG2: 62, KG:62) ve Ders Dışı Süreç (DG1: 14, DG2: 14, KG:14)) gerçekleşmiştir. Araştırmanın nicel verileri; Canlılar Dünyasını Gezelim ve Tanıyalım Üç Aşamalı Kavram Yanılgısı Testi (ABT), Çevresel Farkındalık Ölçeği (ÇFÖ), Fen Bilimlerine Yönelik Tutum Ölçeği (FByTÖ), Fen Öğrenme Yaklaşımına Yönelik Tutum Ölçeği (FÖYyTÖ), Oyuna Yönelik Tutum Ölçeği (OyTÖ), Bilgisayar Kullanımı-Bilgisayar Oyunlarına yönelik Tutum Ölçeği (BKyTÖ)'dir. Nitel verilerin elde edilmesinde araştırmacı ve katılımcı günlükleri, yarı yapılandırılmış görüşmeler, video kayıtlarıdır. Nicel verilerin analizinde parametrik ve non parametrik teknikler; nitel verilerin analizinde ise betimsel ve içerik analizi yöntemleri kullanılmıştır. Araştırma sonucunda, klasik ve teknoloji destekli oyunların hem ders içi hem de ders dışı uygulanmasının, öğrencilerin akademik başarılarını etkilediği, öğrencilerin bilgi düzeyini arttırdığı, öğrencilerin sahip olduğu kavram yanılgılarının giderilmesi için kullanılabildiği ve öğrencilerin sahip olduğu kavram yanılgılarının azalmasında etkili olduğu belirlenmiştir. Ayrıca oyun programının ders içi uygulanmasının deney gruplarındaki öğrencilerin oyuna yönelik tutumlarının gelişmesine katkı sağladığı, öğrencilerin çevresel farkındalık seviyelerini artırdığı, deneysel uygulamaya katılan tüm öğrencilerin fen öğrenme yaklaşımına yönelik tutumlarının gelişmesinde etkili olduğu tespit edilmiştir. Teknoloji destekli oyunların ders içinde kullanımının bilginin kalıcılığında, öğrencilerin Fen'e yönelik tutum ile bilgisayar kullanımı ve bilgisayar oyununa yönelik tutum puanının artmasında; ders dışı uygulama sürecinde ise öğrencilerin fen öğrenme yaklaşımına yönelik tutumlarının gelişmesinde etkili olduğu sonucuna ulaşılmıştır. Bunlara ek olarak araştırmayla fen tutumu, cinsiyet ve baba mezuniyetinin çevresel farkındalık üzerinde anlamlı yordayıcı olduğu, anne mezuniyetinin önemli bir etkiye sahip olmadığı gerek deney grupları gerekse de kontrol grubu öğrencilerinin birçoğu için oyunun eğlence ve öğrenme kavramlarını ifade ettiği belirlenmiştir. Öğrencilerin, ister klasik isterse teknoloji destekli eğitsel oyunlar olsun öğrenmelerinde etkili olduğu konusunda görüşleri olduğu ve teknoloji tabanlı olmayan 33, teknoloji tabanlı 88 farklı oyunu oynamaktan hoşlandıkları sonuçlarına ulaşılmıştır.
The purpose of this study is to develop teaching designs which include educational, classical and technology assisted games for the Let's Travel and Learn about the Living World unit of fifth grade Science lesson, and to show the effects of these designs on the academic achievement and environmental awareness of students and students' attitudes towards science, science activities, game and using computer and student's conceptual changes within curricular and extracurricular educational processes. Another purpose of the study is to find out the views of students on game based learning model application process and about the game. The study was conducted as a mixed method research which combines quantitative and qualitative methods. In the quantitative aspect of the study, 'experimental research method' was used. Curricular process was conducted with quasi-experimental design with pre-test post-test control group; while the extracurricular process was conducted with true experimental research design with pre-test post-test control group, with three different groups in each. For the teaching of Let's Travel and Learn about the Living World unit, a design which included classical curricular games and drama practices was used in Experimental-1 group (EG1), a design which included technology assisted games was used in Experimental-2 group (EG2), and 2013 Science lesson Teaching Program (PSLTP) was used in Control Group (CG). The study was conducted with a total of 226 students studying in 5th grade of three different schools during the second semester of 2014-2015 academic year (Curricular process (EG1: 60, EG2: 62, CG:62) and Extracurricular process (EG1: 14, EG2: 14, CG:14)). The quantitative data of the study were collected with Let's Travel and Learn about the Living World three-tiers misconception test (ABT), Environmental Awareness Scale (AAS), Attitude towards Physical Sciences Scale (AtPSS), Attitude towards Science Learning Approach (AtSLA), Attitude towards Game Scale (AtGS), and Attitude towards Computer Use- Computer Games (AtCUCG). The qualitative data of the study were collected with researcher and participant diaries, semi-structured interviews and video records. Parametric and non-parametric techniques were used in the analysis of qualitative data, while descriptive and content analysis methods were used in the analysis of quantitative data. The results of the study showed that both curricular and extracurricular application of classical and technology assisted games influenced students' academic achievement, increased students' level of information, could be used to clear students' misconceptions and were effective in decreasing students' misconceptions. In addition, it was found that curricular implementation of game program contributed to the development of students' attitudes towards game in experimental groups, increased students' levels of environmental awareness, and influenced the development of the attitudes of all students participating in experimental implementation towards learning science. It was concluded that using technology assisted games in lessons were effective in the permanence of knowledge, in increasing attitude scores of students towards science and computer use and computer games; while using technology assisted games in extracurricular practices process was effective in developing attitudes towards learning science. In addition to these, the results of the study showed that attitude towards science, gender and father's educational status was a significant predictor of environmental awareness, while mother's educational status did not have a significant influence for most of the students in both experimental groups and the control group, games expressed the concept of fun and learning. It was concluded that students thought games, whether technology assisted or educational, were effective on their learning and students liked playing 33 games which were not technology based and 88 games which were technology based.
The purpose of this study is to develop teaching designs which include educational, classical and technology assisted games for the Let's Travel and Learn about the Living World unit of fifth grade Science lesson, and to show the effects of these designs on the academic achievement and environmental awareness of students and students' attitudes towards science, science activities, game and using computer and student's conceptual changes within curricular and extracurricular educational processes. Another purpose of the study is to find out the views of students on game based learning model application process and about the game. The study was conducted as a mixed method research which combines quantitative and qualitative methods. In the quantitative aspect of the study, 'experimental research method' was used. Curricular process was conducted with quasi-experimental design with pre-test post-test control group; while the extracurricular process was conducted with true experimental research design with pre-test post-test control group, with three different groups in each. For the teaching of Let's Travel and Learn about the Living World unit, a design which included classical curricular games and drama practices was used in Experimental-1 group (EG1), a design which included technology assisted games was used in Experimental-2 group (EG2), and 2013 Science lesson Teaching Program (PSLTP) was used in Control Group (CG). The study was conducted with a total of 226 students studying in 5th grade of three different schools during the second semester of 2014-2015 academic year (Curricular process (EG1: 60, EG2: 62, CG:62) and Extracurricular process (EG1: 14, EG2: 14, CG:14)). The quantitative data of the study were collected with Let's Travel and Learn about the Living World three-tiers misconception test (ABT), Environmental Awareness Scale (AAS), Attitude towards Physical Sciences Scale (AtPSS), Attitude towards Science Learning Approach (AtSLA), Attitude towards Game Scale (AtGS), and Attitude towards Computer Use- Computer Games (AtCUCG). The qualitative data of the study were collected with researcher and participant diaries, semi-structured interviews and video records. Parametric and non-parametric techniques were used in the analysis of qualitative data, while descriptive and content analysis methods were used in the analysis of quantitative data. The results of the study showed that both curricular and extracurricular application of classical and technology assisted games influenced students' academic achievement, increased students' level of information, could be used to clear students' misconceptions and were effective in decreasing students' misconceptions. In addition, it was found that curricular implementation of game program contributed to the development of students' attitudes towards game in experimental groups, increased students' levels of environmental awareness, and influenced the development of the attitudes of all students participating in experimental implementation towards learning science. It was concluded that using technology assisted games in lessons were effective in the permanence of knowledge, in increasing attitude scores of students towards science and computer use and computer games; while using technology assisted games in extracurricular practices process was effective in developing attitudes towards learning science. In addition to these, the results of the study showed that attitude towards science, gender and father's educational status was a significant predictor of environmental awareness, while mother's educational status did not have a significant influence for most of the students in both experimental groups and the control group, games expressed the concept of fun and learning. It was concluded that students thought games, whether technology assisted or educational, were effective on their learning and students liked playing 33 games which were not technology based and 88 games which were technology based.
Description
Tez (doktora) -- Ondokuz Mayıs Üniversitesi, 2018
Libra Kayıt No: 120739
Libra Kayıt No: 120739
Keywords
Eğitim ve Öğretim, Eğitsel Oyunlar, Fen Bilgisi Dersi, Fen Bilgisi Eğitimi, Fen Bilgisi Öğretimi, Harmanlanmış Öğrenme, Education and Training, Ortaokullar, Educational Games, Oyunla Öğretim, Science Lesson, Oyunlar, Science Education, Teknoloji Destekli Öğretim, Science Teaching, Blended Learning, Secondary Schools, Teaching With Game, Games, Technology Based Instruction
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Scopus Q
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514
