Journals / Participatory Educational Research / 2020 / Cilt: 7 - Sayı: 1

The Effect of Gamification Activities on Students' Academic Achievements in Social Studies Course, Attitudes towards the Course and Cooperative Learning Skills

Pages
1–15
Publication Date
2020-02-19
DOI
—
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

Social studies education, which is reinforced by educational games, contributes significantly more to students ' academic achievement towards social studies course than the traditional method.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:The aim of this study is to determine the effects of educational games on students' academic achievement, attitudes towards the course and cooperative learning skills.
📊
Key Findings & Data:The study group consisted of 60 students at 5th grade secondary school.
💡
Conclusion & Impact:Social studies education, which is reinforced by educational games, contributes significantly more to students ' academic achievement towards social studies course than the traditional method.
🔬Design:Research Article
📍Scope:Comprehensive Sample
⚙️Variables:Gamification · social studies teaching · cooperative learning

Abstract

The aim of this study is to determine the effects of educational games on students' academic achievement, attitudes towards the course and cooperative learning skills. Semi-experimental research design with pretest posttest control group was used. The study group consisted of 60 students at 5th grade secondary school. In this process, the topics identified were reinforced by educational games in experimental group and control group were strengthened by traditional methods for 6 weeks. Research data were collected by using Social Studies Course Attitude Scale (Cronbach Alpha=0.61), Cooperative Learning Scale (α=0.80) and Social Studies Course Academic Achievement Scale (kr-20=0.78). The mean, standard deviation, and Anova analyses were performed As a result: Social Studies Education reinforced by gamification contributes significantly more to students ' attitudes towards social studies course than traditional method. However, it was determined that it did not contribute significantly to the benefit factor. Social studies education, which is reinforced by educational games, contributes significantly more to students ' cooperative learning skills than the traditional method. Social studies education, which is reinforced by educational games, contributes significantly more to students ' academic achievement towards social studies course than the traditional method.

🔖

Cite This Article

KORKMAZ, Ö., ÖZTÜRK, Ç. (2020). The Effect of Gamification Activities on Students' Academic Achievements in Social Studies Course, Attitudes towards the Course and Cooperative Learning Skills. Participatory Educational Research, Cilt: 7 - Sayı: 1, 1–15. https://ajindex.com/articles/239379

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (13)

  1. Acar, R. (2003). Issues encountered while delivering the content of social studies course and solutions suggested to address them. Unpublished Master’s Thesis. Eskisehir: A.U. Institute of Social Sciences. Açıkgöz, K.U. (2003).
  2. Effective Learning and Teaching, İzmir:
  3. World of Education Publishers.
  4. Alkan, C. & Kurt M. (1998). Special Teaching Methods. Ankara:
  5. Anı Publishers Arslantaş, S. (2006). Investigation of the issues encountered in grades 6 and 7 th during the implementations of social studies course program from teachers’ perspectives. (The example of Malatya province). Unpublished Master’s Thesis. Malatya: F.U. Institute of Social Sciences. Aycan S., Türkoğuz, Ş., Arı, E & Kaynar, Ü. (2002). Teaching periodic table and elements through bingo technique and identifying the permanence in memory. Congress of National Physical Sciences and Mathematics Education, Proceedings Book. METU, Ankara.
  6. Barbara, L. (2002). Building social studies resources in the constructivist classroom. Business Source Complete, Library Talk, 15(1), 14-15.
  7. Bayat, S., Kılıçarslan, H., & Şentürk, Ş. (2014). Investigating the effect of educational games in science and tehnology course on the academic success of students at grade 7. Abant İzzet Baysal University Faculty of Education Journal, 14(2), 204-216.
  8. Bayram, E., Özgül, E., Kaplan, G., Ünal, H. A., Yapağılı, H., Demir, K., Morgül, M., Uğurlu, N., Tantoğlu, S., Özünel, Ş., & Ömür, Ü. (1999). Drama at Primary School. Ankara:
  9. MEB Publishers.Binbaşıoğlu, C.(l981). Special Teaching Methods. Ankara:
  10. Binbaşıoğlu Yayınevi.
  11. Brufee, K. (1993). Collaborative Learning: Higher Education, Interdependence and the Authority of Knowledge, Baltimore, Md: Johns Hopkins University Press Can, İ. (2010). The effect of teaching sciences through games at primary education on the attitude and success of grade 8 students for the unit about the structure and features of matter. Unpublished Master’s Thesis. Gazi University, Institute of Educational Sciences, Ankara.
  12. Canbay, İ. (2012). Investigation of educational games in Mathematics on the pre-regulatory learning strategies, motivational beliefs, and academic success of grade 7 students. Master’s Thesis, Marmara University, Institute of Educational Sciences, İstanbul.
  13. Chen, C. (2003). A Constructivist Approach to Teaching; Implications in Teaching Computer Networking. Information Technology, Learning and Performance Journal, 21(2), 17‐27. Coşkun, H. (2012). The effect of teaching sciences through games