Dijital Oyunlarla Fen Öğretiminin Öğrencilerin Bilişsel Yapılarına ve Kavramsal Değişimlere Etkisi

Bu çalışmada, dijital oyunlar aracılığıyla fen öğretiminin öğrencilerin bilişsel yapıları ve mayoz bölünme konusu ile ilgili kavram değişimleri üzerindeki etkilerinin incelenmesi amaçlanmıştır. Belirlenen amaç doğrultusunda çalışma grubunu devlet okullarında yedinci sınıf düzeyinde öğrenim gören 50 öğrenci oluşturmuştur. Araştırma grubunun belirlenmesinde amaçlı örnekleme tekniklerinden biri olan kolay ulaşılabilir durum örneklemesi kullanılmıştır. Araştırma, tek grup ön test ve son test deneysel deseni ile gerçekleştirilmiştir. Belirlenen çalışma grubuna teknoloji destekli hazırlanmış bir oyun kullanılarak fen öğretilmiştir. Veri toplama aracı olarak araştırmacılar tarafından uzman görüşü alınarak hazırlanan kelime ilişkilendirme testi ön test ve son test olarak uygulanmıştır. Öğrencilerden elde edilen veriler analiz edilirken frekans tabloları oluşturulmuş ve kavram öğrencilerin bilişsel yapılarını ortaya çıkaran ağlar çizilmiştir. Araştırma sonucunda öğrencilerin mayoz konusu ile ilgili kavramsal eksikliklerinin giderildiği ortaya çıkmıştır. Araştırmanın sonuçları göz önüne alındığında, teknoloji tabanlı oyunların kavramların öğretiminde kullanılabilecek araçlar olduğu önerilmektedir.

The Effect of Teaching Science with Digital Games on Students' Cognitive Structures and Conceptual Changes

In this study, it is aimed to examine the effects of science teaching through digital games on students' cognitive structures and concept changes about meiosis topic. In line with the determined purpose, the study group consisted of 50 students studying at the seventh-grade level in public schools. One of the purposive sampling techniques, easily accessible case sampling, was utilized to determine the research group. The research was carried out with a single group pre-test and post-test experimental design. Science was taught to the determined study group by using a game prepared with technology support. The word association test, which was prepared by the researchers after taking expert opinion, was used as a data collection tool and applied as a pre-test and post-test. While analysing the data obtained from the students, frequency tables were created and concept networks were drawn that reveal the cognitive structures of the students.As a result of the research, it was revealed that the conceptual deficiencies of the students about meiosis topic were eliminated. Considering the results of the study, it is suggested that technology-based games are tools whichcan be used in teaching concepts

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IBAD Sosyal Bilimler Dergisi-Cover
  • Yayın Aralığı: Yılda 2 Sayı
  • Başlangıç: 2016
  • Yayıncı: Hayrullah KAHYA