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The Effect of Educational Digital Games on Academic Success and Attitude in 3rd Grade Mathematics Class

Year 2024, Volume: 11 Issue: 2, 230 - 244, 01.03.2024
https://doi.org/10.17275/per.24.28.11.2

Abstract

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.

Ethical Statement

The study has never been published anywhere before. "Ethical permission" was received from Gazi University Ethics Committee to conduct the study.

References

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  • Aksoy, N. C. (2014). The Effect of Digital Game-Based Mathematics Teaching on the Achievement, Achievement Motivation, Self-Efficacy and Attitude Characteristics of Secondary School 6th Grade Students. (Unpublished doctoral thesis), Gazi University, Institute of Educational Sciences, Ankara.
  • Aktaş, M., Bulut, G. G., & Aktaş, B. K. (2022). The Effect Of The Mobile Game Developed To Increase The Mental Processing Skills Of Secondary School 6th Grade Students On The Attitudes Of The Students To The Mathematics Lesson. Mathematics and Science Education, 61, 1258-1264. http://dx.doi.org/10.29228/smryj.63594
  • Altun, D. (2019). An investigation of preschool children’s digital footprints and screen times, and of paarents’sharenting and digital parenting roles. International of Eurasia Social, 10(35), 76-97. https://www.ijoess.com/Makaleler/147332736_5.%2076-97%20dilek%20altun.pdf
  • Ar, N. A. (2016). The effects of gamification on academic achievement and learning strategies usage of vocational high school students (Unpublished master's thesis). Sakarya University, Computer and Instructional Technologies Education, Sakarya.
  • Argın, Y. (2020). Matematik eğitiminde NCTM standartları ve okul öncesi eğitim programı. [NCTM standards in mathematics education and preschool education program]. H. E. Dağlıoğlu (Eds.). Mathematics education in early childhood. (41-62). Ankara: Anı Publishing.
  • Artun, H., Durukan, A. & Temur, A. (2020). Effects of virtual reality enriched science laboratory activities on pre-service teachers’ science process skills. Educ Inf Technol, 25, 5477–5498. https://doi.org/10.1007/s10639-020-10220-5b
  • Aykaç, M. & Köğçe, D. (2020). Preschool and primary school achievements in teaching mathematics with educational games. Ankara: Pegem Academy Publishing. https://doi:10.14527/9786050370331
  • Ayvaz, A. (2010). The effect of dividing the 4th grade mathematics course by using literary products in the sub-learning area on student success and attitude. (Unpublished master's thesis). Sakarya University, Sakarya.
  • Baykul, Y. (2000). Eğitimde ve Psikolojide Ölçme: Klasik Test Teorisi ve Uygulaması. [Measurement in Education and Psychology: Classical Test Theory and Practice]. Ankara: ÖSYM Publishing.
  • Bayırtepe, E. & Tüzün, H. (2007). The effects of game-based learnıng envıronments on students’ achıevement and self-effıcacy ın a computer course. Hacettepe University Faculty of Educational Journal, 33(33), 41-54.
  • Bressler, D. M., & Bodzin, A. M. (2013). A mixed methods assessment of students’ flow experiences during a mobile augmented reality science game. Journal of Computer Assisted Learning, 29, 505-517. https://doi.org/10.1111/jcal.12008
  • Buchori, A. & Sudargo, S. (2016). Digital media development of math game with ethnomathematics model baased on javanese local wisdom in Higher education. Arts and Social Sciences Journal, 7(4), 1-5. https://doi:10.4172/2151-6200.1000210
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  • Deng, L., Wu, S., Chen, Y. & Peng, Z. (2020). Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study. Journal of Computer Assisted Learning, 36(5), 709-717. https://doi.10.1111/jcal.12438
  • Dewi, A. K. & Suryanto, S. (2023). Optımızıng ppkn formatıve test ın elementary school level wıth dıgıtal food educatıon game. Journal of Intelligent Software Systems, 2(2), 33-36. http://dx.doi.org/10.26798/jiss.v2i2.1140
  • Dondio, P., Guseva, V. & Rochaa, M. (2022). Do Games Reduce Math Anxiety? A meta-analysis. PsyArXiv, School of Computer Science, Technological University Dublin, Ireland. https://osf.io/preprints/psyarxiv/pbq27
  • Duru, S. (2014). The Effect of Constructivist and Traditional Learning Environments on Teacher Candidates' Educational Beliefs. Pamukkale University Faculty of Education Journal, 36(36), 15-28. http://dx.doi.org/10.9779/PUJE599
  • Engin-Aldemir, R. (2023). Digital game design experiences, opinions and evaluations of pre-service mathematics teachers: an example of draw your game. ODÜ Journal of Social Sicences, 13(1), 80-114. https://doi.org/10.48146/odusobiad.1103234
  • Ergül, E. & Erşen, Z. B. (2023). Should Primary School Mathematics Education Be Gamification or Not? (The Opinions of Primary Teachers). The Journal of Turkish Educational Sciences 21(1), 49-77. https://doi.org/10.37217/tebd.1173722
  • Ferrer, J. M., Martinez, P. M. & Ibáñez, R. S. (2020). Gamification in higher education: ımpact on student motivation and the acquisition of social and civic key competencies. Sustainability, 12(12), 1-13. https://doi.org/10.3390/su12124822
  • Gee, J. P. (2005). Learning by design: Good video games as learning machines. E-Learning and Digital Media, 2(1), 5-16. https://doi.org/10.2304/elea.2005.2.1.5
  • Gentile, D.A. (2009). Pathological video gameuseamongyouth 8 to 18. A nationalstudy. PsycholSci, 20, 594-602. https://doi.org/10.1111/j.1467-9280.2009.02340.x
  • George, D., & Mallery, M. (2003). SPSS for windows step by step: a simple guide and reference, 17.0 update (10a ed.) Boston: Pearson.
  • Gocheva, M., Somova, E., Angelova, V. & Kasakliev, N. (2020). Types of mobile educationalgames for children in primary school. In 14th International technology, education and development conference, Valencia. https://doi.org/10.21125/inted.2020.0698
  • Harikrishnan, H., Noor, D. A. H., Jamalludin, H. & Shalini, A. (2019). Exploring the digital game-based elements in mathematics education:a meta-analysis review. Universal Journal of Educational Research, 7(9A), 106-116. https://doi:10.13189/ujer.2019.071613
  • Haruna, H., Abbas, A., Zainuddin, Z., Hu, X., Mellecker, R.R. & Hosseini, S. (2021), "Enhancing instructional outcomes with a serious gamified system: a qualitative investigation of student perceptions", Information and Learning Sciences, 122(5/6), 383-408. https://doi.org/10.1108/ILS-05-2020-0162
  • Hayati, S. & Behnamnia, (2023). Exploring Game Behavior, Scaffolding, and Learning Mathematics in Digital Game-based Learning Apps on Children. Journal of Modern Educational Journal, 2(5), 1-12. https://doi.org/10.53964/jmer.2023005
  • Hayırsever, F., & Orhan, A. (2018). Theoretical Analysis of the Flipped Learning Model. Mersin University Faculty of Education Journal, 14(2), 572-596. https://doi.org/10.17860/mersinefd.431745
  • Hussein, H. B. (2023). Global trends in mathematics education research. International Journal of Research in Educational Sciences, 6(2), 309-319. http://dx.doi.org/10.29009/ijres.6.2.9
  • Hoffman, B. & Nadelson, L. (2009). Motivational engagement and video gaming: a mixed methods study Bobby. Education Tech Research Dev, 58, 245–270. https://doi.10.1007/s11423-009-9134-9
  • Hwang, G. J., Chien, S. Y., & Li, W. S. (2021). A multidimensional repertory grid as a graphic organizer for implementing digital games to promote students’ learning performances and behaviors. British Journal of Educational Technology, 52(2), 915-933. https://doi.org/10.33400/kuje.962685
  • Kaynar, B. (2020). The effect of educational and digital game-based activities on academic success, attitude and retention in life sciences course. (Unpublished master's thesis). Atatürk University, Erzurum.
  • Koçyiğit, S., Tuğluk, M. N. & Kök, M. (2007). Play as an educational activity in the child's development process. Atatürk Univercity Kazım Karabekir Faculty of Education, 16, 324-342.
  • Kwak, S. G. & Kim, J. H. (2017). Central limit theorem: the cornerstone of modern statistics. Korean Journal of Anesthesiology, 70(2), 144-156. https://doi.org/10.4097/kjae.2017.70.2.144
  • Li, M., Zhang, O. & Yu, Z. (2021). Integrating Educational Games into College English Learning. Education Research International, Special Issue, 1-9. https://doi.org/10.1155/2021/6403034
  • Licorish, S. A., Owen, H. E., Daniel, B. & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(9), 1-23. https://doi.org/10.1186/s41039-018-0078-8
  • Lu, C., Chang, M., Huang, E. & Chen, C. W. (2011). Usability of context-aware mobile educational game. Knowledge Management & E-Learning: An International Journal, 3(3), 448-477. https://doi.org/10.34105/j.kmel.2011.03.031
  • Pareja, S. M. W. (2021). Development of Game-Based Approach Courseware in Learning Computer System Servicing. Inclusive Society and Sustainability Studies (ISSUES), 1(1), 23-26. https://doi.10.31098/issues.v1i1.610
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  • Rakasiwi, C. W. & Muhtadi, A. (2021). Developing Educational Games for Mathematics Learning to Improve Learning Motivation and Outcomes. Jurnal Teknologi Pendidikan, 23(1), 49-57. https://doi.org/10.21009/jtp.v23i1.18356
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Year 2024, Volume: 11 Issue: 2, 230 - 244, 01.03.2024
https://doi.org/10.17275/per.24.28.11.2

Abstract

References

  • Adams, D. M., McLaren, B. M., Mayer, R. E. Forlizzi, J. (2017). A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach. International Journal of Game-Based Learning, 7(1), 36-56. https://doi.10.4018/ijgbl.2017010103
  • Aksoy, N. C. (2014). The Effect of Digital Game-Based Mathematics Teaching on the Achievement, Achievement Motivation, Self-Efficacy and Attitude Characteristics of Secondary School 6th Grade Students. (Unpublished doctoral thesis), Gazi University, Institute of Educational Sciences, Ankara.
  • Aktaş, M., Bulut, G. G., & Aktaş, B. K. (2022). The Effect Of The Mobile Game Developed To Increase The Mental Processing Skills Of Secondary School 6th Grade Students On The Attitudes Of The Students To The Mathematics Lesson. Mathematics and Science Education, 61, 1258-1264. http://dx.doi.org/10.29228/smryj.63594
  • Altun, D. (2019). An investigation of preschool children’s digital footprints and screen times, and of paarents’sharenting and digital parenting roles. International of Eurasia Social, 10(35), 76-97. https://www.ijoess.com/Makaleler/147332736_5.%2076-97%20dilek%20altun.pdf
  • Ar, N. A. (2016). The effects of gamification on academic achievement and learning strategies usage of vocational high school students (Unpublished master's thesis). Sakarya University, Computer and Instructional Technologies Education, Sakarya.
  • Argın, Y. (2020). Matematik eğitiminde NCTM standartları ve okul öncesi eğitim programı. [NCTM standards in mathematics education and preschool education program]. H. E. Dağlıoğlu (Eds.). Mathematics education in early childhood. (41-62). Ankara: Anı Publishing.
  • Artun, H., Durukan, A. & Temur, A. (2020). Effects of virtual reality enriched science laboratory activities on pre-service teachers’ science process skills. Educ Inf Technol, 25, 5477–5498. https://doi.org/10.1007/s10639-020-10220-5b
  • Aykaç, M. & Köğçe, D. (2020). Preschool and primary school achievements in teaching mathematics with educational games. Ankara: Pegem Academy Publishing. https://doi:10.14527/9786050370331
  • Ayvaz, A. (2010). The effect of dividing the 4th grade mathematics course by using literary products in the sub-learning area on student success and attitude. (Unpublished master's thesis). Sakarya University, Sakarya.
  • Baykul, Y. (2000). Eğitimde ve Psikolojide Ölçme: Klasik Test Teorisi ve Uygulaması. [Measurement in Education and Psychology: Classical Test Theory and Practice]. Ankara: ÖSYM Publishing.
  • Bayırtepe, E. & Tüzün, H. (2007). The effects of game-based learnıng envıronments on students’ achıevement and self-effıcacy ın a computer course. Hacettepe University Faculty of Educational Journal, 33(33), 41-54.
  • Bressler, D. M., & Bodzin, A. M. (2013). A mixed methods assessment of students’ flow experiences during a mobile augmented reality science game. Journal of Computer Assisted Learning, 29, 505-517. https://doi.org/10.1111/jcal.12008
  • Buchori, A. & Sudargo, S. (2016). Digital media development of math game with ethnomathematics model baased on javanese local wisdom in Higher education. Arts and Social Sciences Journal, 7(4), 1-5. https://doi:10.4172/2151-6200.1000210
  • Buckley, P. & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24 (6), 1162-1175. https://doi.org/10.1080/10494820.2014.964263
  • Büyüköztürk, Ş. (2023). Deneysel Desenler Öntest-Sontest, Kontrol Grubu, Desen ve Veri Analizi. [Experimental Designs Pretest-Posttest, Control Group, Design and Data Analysis]. 9th. Edition Pegem Academy Publishing, Ankara. https://depo.pegem.net/9789756802434.pdf
  • Byun, J. H. & Joung E. (2018). Digital game-based learning for K–12 mathematics education: A meta-analysis. School Science and Mathematics,118 (3), 11-126. http://dx.doi.org/10.1111/ssm.12271
  • Değirmenci, M. (2023). Mathematics teachers’ views on the use of digital gamification in mathematics education. (Unpublished master's thesis), Zonguldak Bülent Ecevit University Institute of Science and Technology, Zonguldak.
  • Demirel, E. (2022). Dıgıtal games as a socıologocal research object. Journal of Sociological Research, 25(2), 278-298. https://doi.org/10.18490/sosars.1111375
  • Demirel, Ö., Seferoğlu, S. & Yağcı, E. (2004). Öğretim Teknolojileri ve Materyal Geliştirme [Instructional Technologies and Material Development]. Ankara: Pegem Academy Publishing.
  • Deng, L., Wu, S., Chen, Y. & Peng, Z. (2020). Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study. Journal of Computer Assisted Learning, 36(5), 709-717. https://doi.10.1111/jcal.12438
  • Dewi, A. K. & Suryanto, S. (2023). Optımızıng ppkn formatıve test ın elementary school level wıth dıgıtal food educatıon game. Journal of Intelligent Software Systems, 2(2), 33-36. http://dx.doi.org/10.26798/jiss.v2i2.1140
  • Dondio, P., Guseva, V. & Rochaa, M. (2022). Do Games Reduce Math Anxiety? A meta-analysis. PsyArXiv, School of Computer Science, Technological University Dublin, Ireland. https://osf.io/preprints/psyarxiv/pbq27
  • Duru, S. (2014). The Effect of Constructivist and Traditional Learning Environments on Teacher Candidates' Educational Beliefs. Pamukkale University Faculty of Education Journal, 36(36), 15-28. http://dx.doi.org/10.9779/PUJE599
  • Engin-Aldemir, R. (2023). Digital game design experiences, opinions and evaluations of pre-service mathematics teachers: an example of draw your game. ODÜ Journal of Social Sicences, 13(1), 80-114. https://doi.org/10.48146/odusobiad.1103234
  • Ergül, E. & Erşen, Z. B. (2023). Should Primary School Mathematics Education Be Gamification or Not? (The Opinions of Primary Teachers). The Journal of Turkish Educational Sciences 21(1), 49-77. https://doi.org/10.37217/tebd.1173722
  • Ferrer, J. M., Martinez, P. M. & Ibáñez, R. S. (2020). Gamification in higher education: ımpact on student motivation and the acquisition of social and civic key competencies. Sustainability, 12(12), 1-13. https://doi.org/10.3390/su12124822
  • Gee, J. P. (2005). Learning by design: Good video games as learning machines. E-Learning and Digital Media, 2(1), 5-16. https://doi.org/10.2304/elea.2005.2.1.5
  • Gentile, D.A. (2009). Pathological video gameuseamongyouth 8 to 18. A nationalstudy. PsycholSci, 20, 594-602. https://doi.org/10.1111/j.1467-9280.2009.02340.x
  • George, D., & Mallery, M. (2003). SPSS for windows step by step: a simple guide and reference, 17.0 update (10a ed.) Boston: Pearson.
  • Gocheva, M., Somova, E., Angelova, V. & Kasakliev, N. (2020). Types of mobile educationalgames for children in primary school. In 14th International technology, education and development conference, Valencia. https://doi.org/10.21125/inted.2020.0698
  • Harikrishnan, H., Noor, D. A. H., Jamalludin, H. & Shalini, A. (2019). Exploring the digital game-based elements in mathematics education:a meta-analysis review. Universal Journal of Educational Research, 7(9A), 106-116. https://doi:10.13189/ujer.2019.071613
  • Haruna, H., Abbas, A., Zainuddin, Z., Hu, X., Mellecker, R.R. & Hosseini, S. (2021), "Enhancing instructional outcomes with a serious gamified system: a qualitative investigation of student perceptions", Information and Learning Sciences, 122(5/6), 383-408. https://doi.org/10.1108/ILS-05-2020-0162
  • Hayati, S. & Behnamnia, (2023). Exploring Game Behavior, Scaffolding, and Learning Mathematics in Digital Game-based Learning Apps on Children. Journal of Modern Educational Journal, 2(5), 1-12. https://doi.org/10.53964/jmer.2023005
  • Hayırsever, F., & Orhan, A. (2018). Theoretical Analysis of the Flipped Learning Model. Mersin University Faculty of Education Journal, 14(2), 572-596. https://doi.org/10.17860/mersinefd.431745
  • Hussein, H. B. (2023). Global trends in mathematics education research. International Journal of Research in Educational Sciences, 6(2), 309-319. http://dx.doi.org/10.29009/ijres.6.2.9
  • Hoffman, B. & Nadelson, L. (2009). Motivational engagement and video gaming: a mixed methods study Bobby. Education Tech Research Dev, 58, 245–270. https://doi.10.1007/s11423-009-9134-9
  • Hwang, G. J., Chien, S. Y., & Li, W. S. (2021). A multidimensional repertory grid as a graphic organizer for implementing digital games to promote students’ learning performances and behaviors. British Journal of Educational Technology, 52(2), 915-933. https://doi.org/10.33400/kuje.962685
  • Kaynar, B. (2020). The effect of educational and digital game-based activities on academic success, attitude and retention in life sciences course. (Unpublished master's thesis). Atatürk University, Erzurum.
  • Koçyiğit, S., Tuğluk, M. N. & Kök, M. (2007). Play as an educational activity in the child's development process. Atatürk Univercity Kazım Karabekir Faculty of Education, 16, 324-342.
  • Kwak, S. G. & Kim, J. H. (2017). Central limit theorem: the cornerstone of modern statistics. Korean Journal of Anesthesiology, 70(2), 144-156. https://doi.org/10.4097/kjae.2017.70.2.144
  • Li, M., Zhang, O. & Yu, Z. (2021). Integrating Educational Games into College English Learning. Education Research International, Special Issue, 1-9. https://doi.org/10.1155/2021/6403034
  • Licorish, S. A., Owen, H. E., Daniel, B. & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(9), 1-23. https://doi.org/10.1186/s41039-018-0078-8
  • Lu, C., Chang, M., Huang, E. & Chen, C. W. (2011). Usability of context-aware mobile educational game. Knowledge Management & E-Learning: An International Journal, 3(3), 448-477. https://doi.org/10.34105/j.kmel.2011.03.031
  • Pareja, S. M. W. (2021). Development of Game-Based Approach Courseware in Learning Computer System Servicing. Inclusive Society and Sustainability Studies (ISSUES), 1(1), 23-26. https://doi.10.31098/issues.v1i1.610
  • Prensky, M. (2007). Digital Game-Based Learning. Paragon House ABD. http://dx.doi.org/10.1145/950566.950567
  • Rakasiwi, C. W. & Muhtadi, A. (2021). Developing Educational Games for Mathematics Learning to Improve Learning Motivation and Outcomes. Jurnal Teknologi Pendidikan, 23(1), 49-57. https://doi.org/10.21009/jtp.v23i1.18356
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There are 61 citations in total.

Details

Primary Language English
Subjects Specialist Studies in Education (Other)
Journal Section Research Articles
Authors

Handan Kocabatmaz 0000-0002-6348-3818

Gülçin Kezban Saraçoğlu 0000-0002-0765-2971

Early Pub Date March 3, 2024
Publication Date March 1, 2024
Submission Date February 11, 2024
Acceptance Date February 29, 2024
Published in Issue Year 2024 Volume: 11 Issue: 2

Cite

APA Kocabatmaz, H., & Saraçoğlu, G. K. (2024). The Effect of Educational Digital Games on Academic Success and Attitude in 3rd Grade Mathematics Class. Participatory Educational Research, 11(2), 230-244. https://doi.org/10.17275/per.24.28.11.2