Comparison of Two Mathematics Courses Conducted in Different Ways: Case of Game Theoretical Analysis

Game theory has many implementations such as economics, statistics, engineering and computer sciences especially artificial intelligence. In the present study, it has been implemented in the educational technology field. The aim of this study is to comparesome features of two mathematics courses that include and not include the use of Smart Board Technology (SBT) via game-theoretical analysis. For this purpose, to form the mathematical game model and to formulate the solution, the data areobtained from the answers of elementary mathematics pre-service teachers to the data collection tool. The questionnaire developed by the researchers as a data collection tool consists of 15 items and is in a 5-point Likert type.According to the answers tothe questionnaire,a mathematical game problem is established. The problem isa zero-sum game problem presenting the situation of two mathematics courses conducted in different ways, which are considered as rival to each other.Thirty-eight pre-service mathematics teachers from a public university in Turkey participate in theresearch. This researchhasa quantitative nature and is a descriptive study. Results revealthat the usage of SBT is more superior in terms of student features than mathematics lessons exclude the SBT. Namely, teaching with SBT is advantageous in terms of being funny, drawing attention, ensuring retention, being clarity and suitability for groupstudy. It is hoped that this study will shed light on future research in terms of setting an example for the use of game theory in educational research and determining the positive and negative opinions of pre-service mathematics teachers about the use ofsmart board technology in their lessons.

Farklı Yollarla Yürütülen İki Matematik Dersinin Karşılaştırılması: Oyun Teorisi ile Analiz Örneği

Oyun teorisi başta yapay zekâolmak üzere ekonomi, istatistik, mühendislik ve bilgisayar bilimleri gibi birçok uygulamaya sahiptir. Bu çalışmada oyun teorisinineğitim teknolojisi alanına bir uygulaması yapılmıştır. Bu araştırmanınamacı, akıllı tahta teknolojisi kullanımını içeren ve içermeyen iki matematik dersinin bazı özelliklerini oyun teorisi analizi yoluyla karşılaştırmaktır. Bu amaçla matematiksel oyun modelini oluşturmak ve çözümü formüle etmek için veriler, ilköğretim matematik öğretmen adaylarının veri toplama aracına verdikleri cevaplardan elde edilmiştir. Veri toplama aracı olarak araştırmacılar tarafından geliştirilen anket 15 maddeden oluşmaktadır ve 5’li likert tiptedir. Anket cevaplarına göre matematiksel bir oyun problemi oluşturulmuştur. Problem, birbirine rakip olduğu düşünülen farklı şekillerde yürütülen iki matematik dersinin durumunu ortaya koyan sıfır toplamlı bir oyun problemidir. Araştırmaya Türkiye’deki bir devlet üniversitesinde eğitim-öğretim görenotuz sekiz ilköğretim matematik öğretmen adayı katılmıştır. Bu çalışma nicel özelliğe sahip olup betimsel bir araştırmadır. Sonuçlar, matematik derslerinde akıllı tahta teknolojisi kullanımının öğrenci özellikleri açısından daha üstün olduğunu ortaya koymuştur. Yani akıllı tahta teknolojisi ile öğretim, eğlenceli olma, dikkat çekme, akılda kalmayı sağlama, açıklık ve grup çalışmasına uygunluk açısından avantajlıdır. Bu çalışmanın eğitim araştırmalarında oyun teorisinin kullanımına örnek teşkil etmesi ve ilköğretimmatematik öğretmen adaylarının derslerinde akıllı tahta teknolojisikullanımı hakkındaki olumlu ve olumsuz görüşlerinin belirlenmesi açısından ileriki araştırmalara ışık tutacağı ümit edilmektedir.

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Turkish Studies - Information Technologies and Applied Sciences-Cover
  • ISSN: 2667-5633
  • Yayın Aralığı: Yılda 4 Sayı
  • Başlangıç: 2006
  • Yayıncı: ASOS Eğitim Bilişim Danışmanlık Otomasyon Yayıncılık Reklam Sanayi ve Ticaret LTD ŞTİ