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Evsel Atıklar ve Geri Dönüşüm Konusunda RETAIN Modeline Göre Geliştirilen Dijital Oyunun Akademik Başarı Üzerine Etkisi

Yıl 2024, Cilt: 12 Sayı: 2, 720 - 760, 29.07.2024
https://doi.org/10.46778/goputeb.1413068

Öz

İnsanlar oyunları eğlenceli vakit geçirmek için oynar ve özellikle çocukların hayatlarının önemli bir parçasıdır. İnsanlar oyun oynamak için çeşitli malzemeler kullanmışlardır. Teknolojinin gelişmesiyle dijital ortamlar da oyunlar için kullanılmaya başlanmıştır. Eğitsel oyun yöntemi öğrencilerin keşfetme, hayal gücü ve üst düzey zihinsel becerilerini geliştiren ve kalıcı öğrenmeler sağlayan bir yöntemdir. Özellikle çocukların dijital ortamlarda vakit geçirmeleri eğitimcilerin dikkatini çekmiştir. Öğrencilerin kullandıkları bu vakitleri öğretim ortamlarında veya evde kullanarak öğrencilere bilgi aktarımı sağlanabilmektedir. Bu çalışmada evsel atıklar ve geri dönüşüm konusunda araştırmacılar tarafından geliştirilen dijital oyunun RETAIN modeline göre değerlendirilmesi yapılmış ve başarı testi uygulanmıştır. Dijital oyun Unity oyun geliştirme platformu kullanılarak 2 boyutlu ve RPG formatında geliştirilmiştir. Dijital oyunun RETAIN modeli ağırlık tablosuna göre 63 puan üzerinden 46 puan aldığı tespit edilmiştir. Araştırma 2021-2022 eğitim-öğretim döneminde dersi alan 40 tane 7. sınıf öğrencisi ile yürütülmüştür. Çalışmada ön test ve son test kontrol gruplu yarı deneysel desen kullanılmıştır. Araştırmacılar tarafından geliştirilen başarı testi veri toplamak için kullanılmıştır. Son test puanları incelendiğinde başarı testi ortalamalarının deney grubu lehine anlamlı farklılık vardır. Son testten 5 hafta sonra kalıcılık testi uygulanmış ve son test ile kalıcılık testi arasında anlamlı fark olmadığı için uygulamanın etkisinin devam ettiği söylenebilir. Bu sonuçlara dayanarak geliştirilen bu oyunun öğretim ortamlarında evsel atıklar ve geri dönüşüm konusunun öğretilmesi amacıyla kullanılması önerilebilir.

Kaynakça

  • Akarsu, B. (2014). Hipotezlerin, değişkenlerin ve örneklemin belirlenmesi [Determination of hypotheses, variables and sampling]. In M. Metin (Ed.), Kuramdan uygulamaya eğitimde bilimsel araştırma yöntemleri [Scientific research methods in education from theory to practice] (pp. 20-43). Pegem Yayıncılık.
  • Akkan, D. (2022). The effect of educational digital game supported science course on student success and motivation: transmission of electricity [Unpublished master's thesis]. Ondokuz Mayıs University.
  • Bifulco, I., Francese, R., Lettieri, M., Liscio, L., Passero, I., & Tortora, G. (2011). The TIE Project: Agile Development of a Virtual World Serious Game on Waste Disposal. In G. Costagliola, & J. Leopold (Eds.), The 17th international conference on distributed multimedia systems, (pp. 204-209). DMS.
  • Blumberg, F. C., & Fisch, S. M. (2013). Introduction: Digitalgames as a context for cognitive development, learning, and developmental research. New Directions for Child and Adolescent Development, 2013 (139), 1-9. https://doi.org/10.1002/cad.20026
  • Boncu, Ș., Candel, O. S., & Popa, N. L. (2022). Gameful green: A systematic review on the use of serious computer games and gamified mobile apps to foster pro-environmental information, attitudes and behaviors. Sustainability, 14(16), 10400. https://doi.org/10.3390/su141610400
  • Büyüköztürk, Ş. (2017). Sosyal bilimler için veri analizi el kitabı [Manual of data analysis for social sciences]. Pegem Akademi.
  • Büyüköztürk, Ş., Çakmak, E., Akgün, Ö. E., Karadeniz, Ş., & Demirel, F. (2014). Bilimsel araştırma yöntemleri [Scientific research methods]. Pegem Akademi.
  • Campbell, L. O., Gunter, G. A., &Kenny, R. F. (2023). Evaluating social change games: employing the RETAIN model. In M. Khosrow (Ed.), Research anthology on game design, development, usage and social impact (pp. 716-731). IGI Global. https://doi.org/10.4018/978-1-6684-7589-8.ch036
  • Cheng, Y. M., Lou, S. J., Kuo, S. H., & Shih, R. C. (2013). Investigating elementary school students' technology acceptance by applying digital game-based learning to environmental education. Australasian Journal of Educational Technology, 29(1). https://doi.org/10.14742/ajet.65
  • Chien, Y. T., Chang, C. Y., Yeh, T. K., & Chang, K. E. (2012). Engaging pre-service science teacher stoact as active designers of technology integration: A MAGDAIRE framework. Teaching and Teacher Education, 28 (4), 578-588. https://doi.org/10.1016/j.tate.2011.12.005
  • Cuccurullo, S., Francese, R., Passero, I., & Tortora, G. (2013). A 3D serious city building game on waste disposal. International Journal of Distance Education Technologies (IJDET), 11(4), 112-135. https://doi.org/10.4018/ijdet.2013100108
  • Çeken, G., & Yiğitbaşıoğlu, H. (2018). Sanayi devrimi öncesi çöp ve atık yönetimi [Garbage and Waste Management Before the Industrial Revolution]. Ankara Üniversitesi Çevre Bilimleri Dergisi,6(1), 46-49.
  • Çepni, S. (2010). Araştırma ve proje çalışmalarına giriş [Introduction to research and project work]. TUSED.
  • Çetin, E. (2013). Tanımlar ve temel kavramlar [Definitions and basic concepts]. In M. A. Ocak (Ed.), Eğitsel Dijital Oyunlar, kuram, tasarım ve uygulama [Digital Games, theory, design and practice] (pp. 2-18).Pegem Akademi.
  • Çevre koruma ve ambalaj atıkları değerlendirme vakfı (ÇEVKO). (2020). ÇEVKO waste game. https://www.cevkococuk.org/index.php?option=com_content&view=category&layout=blog&id=12&Itemid=106
  • Ceylan, Ö., & Yiğit, A. E. (2019). Determination of thoughts of secondary school students about recycling. Turkish Studies Educational Sciences, 14(3), 461-477. http://dx.doi.org/10.29228/TurkishStudies.22781
  • Çoban, M., & Göktaş, Y. (2022). Which training method is more effective in earthquake training: Digital game, drill, ortraditional training?. Smart Learning Environments, 9(1), 1-24. https://doi.org/10.1186/s40561-022-00202-0
  • Demir, İ. (2022). The effect of educational digital games on student success and motivation in science course: the example of pure substances [Unpublished master's thesis]. Ondokuz Mayıs University.
  • Eder, M. S. (2016). ITrash: proper waste segregation mobile game. Indian Journal of Science and Technology 9, 1-8. https://doi.org/10.17485/ijst/2016/v9i42/100212
  • Eğitim Bilişim Ağı (EBA). (2022). Grade 7 household waste and recycling center game. https://giris.eba.gov.tr/EBA_GIRIS/teacher.jsp
  • Ekin, C. C., Polat, E., & Hopcan, S. (2023). Drawing the big picture of games in education: A topic modeling-based review of past 55 years. Computers & Education, 194, 104700. https://doi.org/10.1016/j.compedu.2022.104700
  • Environmental Protection Agency [EPA]. (2023). Recycle City. https://www3.epa.gov/recyclecity/
  • Ergin, B., & Ergin, E. (2022). Examining the studies on “digital gaming”: A bibliometric analysis, TRT Akademi,7(16), 824-851. https://doi.org/10.37679/trta.1142969
  • Freepick. (2021). Find icons that go together. https://www.freepik.com/icons
  • Gaming Türkiye. (2023). Türkiye oyun sektörü raporu 2023. https://www.gaminginturkey.com/tr/turkiye-oyun-sektoru-raporlari/
  • Gelibolu, M. F. (2013). Eğitsel dijital oyunların teknolojisi, türleri, sınıflandırılması, derecelendirilmesi ve eğitimde kullanılabilme potansiyeli [Technology, types, classification, grading and rating of educational digital games and their potential to be used in education]. In M. A. Ocak (Eds). Eğitsel dijital oyunlar kuram, tasarım ve uygulama [Theory, design and implementation of educational digital games] (pp. 70-104). Pegem Akademi.
  • Gunter, G. A., Kenny, R. F., & Vick, E. H. (2008). Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games. Educational Technology Research and Development, 56 (5), 511-537. https://doi.org/10.1007/s11423-007-9073-2
  • Gunter, G. A., Campbell, L. O., Braga, J., Racilan, M., & Souza, V. V. (2016). Language learning appsor games: an investigation utilizing the RETAIN model. Revistabrasileira de linguísticaaplicada, 16, 209-235. https://doi.org/10.1590/1984-639820168543
  • İlkay, D. (2022). The effect of educational digital games in science lessons on the motivation and academic success of 6th-grade students. [Unpublished master's thesis]. Kilis 7 Aralık University.
  • İstanbul Büyükşehir Belediyesi (İBB). (2019). Teaching recycling to children through play. https://www.istac.istanbul/tr/medya-ve-duyurular/haberler-ve-duyurular/cocuklar-hem-atiklari-taniyacak-hem-de-eglenecekler
  • Janakiraman, S., Watson, S. L., Watson, W. R., & Newby, T. (2021). Effectiveness of digital games in producing environmentally friendly attitudes and behaviors: A mixed methods study. Computers & Education, 160, 104043. https://doi.org/10.1016/j.compedu.2020.104043
  • Karaca, S., Gök, C., Kalay, E., Başbuğ, M., Hekim, M., Onan, N., & Barlas, G. Ü. (2016). Investigating the association between computer game addiction and social anxiety in secondary school students. Clinical and Experimental Health Sciences 6 (1), 14-19. https://doi.org/10.5152/clinexphealthsci.2016.053
  • Karasar, N. (2023). Bilimsel araştırma yöntemi [Scientific research method]. Nobel Yayıncılık
  • Karatekin, K. (2011). Sosyal bilgiler öğretmen adaylarının çevre okuryazarlık düzeylerinin belirlenmesi [The determination of environmental literacy levels of pre-service teachers of social studies]. [Unpublished doctoral dissertation]. Gazi University.
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The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling

Yıl 2024, Cilt: 12 Sayı: 2, 720 - 760, 29.07.2024
https://doi.org/10.46778/goputeb.1413068

Öz

People play games to have fun, and they are an important part of children's lives. People have used various materials to play games. With the development of technology, digital environments have also been used for games. The educational game method develops students' discovery, imagination, and high-level mental skills and provides permanent learning. Especially children spending time in digital environments has attracted the attention of educators. It is possible to transfer knowledge to students by using this time used by students in teaching environments or at home. In this study, the digital game developed by the researchers on household waste and recycling was evaluated according to the RETAIN model, and an achievement test was applied. The digital game was developed in 2D and RPG format using the Unity game development platform. It was determined that the digital game scored 46 points out of 63 points according to the RETAIN model weighting table. The research was conducted with 40 7th-grade students taking the course in the 2021-2022 academic year. A quasi-experimental design with a pre-test and post-test control group was used in the study. The achievement test developed by the researchers was used to collect data. When the post-test scores were examined, there was a significant difference in favor of the experimental group. The retention test was applied 5 weeks after the post-test and since there was no significant difference between the post-test and the retention test, it can be said that the effect of the application continues. Based on these results, it can be recommended to use this game developed for teaching the subject of household waste and recycling in teaching environments.

Kaynakça

  • Akarsu, B. (2014). Hipotezlerin, değişkenlerin ve örneklemin belirlenmesi [Determination of hypotheses, variables and sampling]. In M. Metin (Ed.), Kuramdan uygulamaya eğitimde bilimsel araştırma yöntemleri [Scientific research methods in education from theory to practice] (pp. 20-43). Pegem Yayıncılık.
  • Akkan, D. (2022). The effect of educational digital game supported science course on student success and motivation: transmission of electricity [Unpublished master's thesis]. Ondokuz Mayıs University.
  • Bifulco, I., Francese, R., Lettieri, M., Liscio, L., Passero, I., & Tortora, G. (2011). The TIE Project: Agile Development of a Virtual World Serious Game on Waste Disposal. In G. Costagliola, & J. Leopold (Eds.), The 17th international conference on distributed multimedia systems, (pp. 204-209). DMS.
  • Blumberg, F. C., & Fisch, S. M. (2013). Introduction: Digitalgames as a context for cognitive development, learning, and developmental research. New Directions for Child and Adolescent Development, 2013 (139), 1-9. https://doi.org/10.1002/cad.20026
  • Boncu, Ș., Candel, O. S., & Popa, N. L. (2022). Gameful green: A systematic review on the use of serious computer games and gamified mobile apps to foster pro-environmental information, attitudes and behaviors. Sustainability, 14(16), 10400. https://doi.org/10.3390/su141610400
  • Büyüköztürk, Ş. (2017). Sosyal bilimler için veri analizi el kitabı [Manual of data analysis for social sciences]. Pegem Akademi.
  • Büyüköztürk, Ş., Çakmak, E., Akgün, Ö. E., Karadeniz, Ş., & Demirel, F. (2014). Bilimsel araştırma yöntemleri [Scientific research methods]. Pegem Akademi.
  • Campbell, L. O., Gunter, G. A., &Kenny, R. F. (2023). Evaluating social change games: employing the RETAIN model. In M. Khosrow (Ed.), Research anthology on game design, development, usage and social impact (pp. 716-731). IGI Global. https://doi.org/10.4018/978-1-6684-7589-8.ch036
  • Cheng, Y. M., Lou, S. J., Kuo, S. H., & Shih, R. C. (2013). Investigating elementary school students' technology acceptance by applying digital game-based learning to environmental education. Australasian Journal of Educational Technology, 29(1). https://doi.org/10.14742/ajet.65
  • Chien, Y. T., Chang, C. Y., Yeh, T. K., & Chang, K. E. (2012). Engaging pre-service science teacher stoact as active designers of technology integration: A MAGDAIRE framework. Teaching and Teacher Education, 28 (4), 578-588. https://doi.org/10.1016/j.tate.2011.12.005
  • Cuccurullo, S., Francese, R., Passero, I., & Tortora, G. (2013). A 3D serious city building game on waste disposal. International Journal of Distance Education Technologies (IJDET), 11(4), 112-135. https://doi.org/10.4018/ijdet.2013100108
  • Çeken, G., & Yiğitbaşıoğlu, H. (2018). Sanayi devrimi öncesi çöp ve atık yönetimi [Garbage and Waste Management Before the Industrial Revolution]. Ankara Üniversitesi Çevre Bilimleri Dergisi,6(1), 46-49.
  • Çepni, S. (2010). Araştırma ve proje çalışmalarına giriş [Introduction to research and project work]. TUSED.
  • Çetin, E. (2013). Tanımlar ve temel kavramlar [Definitions and basic concepts]. In M. A. Ocak (Ed.), Eğitsel Dijital Oyunlar, kuram, tasarım ve uygulama [Digital Games, theory, design and practice] (pp. 2-18).Pegem Akademi.
  • Çevre koruma ve ambalaj atıkları değerlendirme vakfı (ÇEVKO). (2020). ÇEVKO waste game. https://www.cevkococuk.org/index.php?option=com_content&view=category&layout=blog&id=12&Itemid=106
  • Ceylan, Ö., & Yiğit, A. E. (2019). Determination of thoughts of secondary school students about recycling. Turkish Studies Educational Sciences, 14(3), 461-477. http://dx.doi.org/10.29228/TurkishStudies.22781
  • Çoban, M., & Göktaş, Y. (2022). Which training method is more effective in earthquake training: Digital game, drill, ortraditional training?. Smart Learning Environments, 9(1), 1-24. https://doi.org/10.1186/s40561-022-00202-0
  • Demir, İ. (2022). The effect of educational digital games on student success and motivation in science course: the example of pure substances [Unpublished master's thesis]. Ondokuz Mayıs University.
  • Eder, M. S. (2016). ITrash: proper waste segregation mobile game. Indian Journal of Science and Technology 9, 1-8. https://doi.org/10.17485/ijst/2016/v9i42/100212
  • Eğitim Bilişim Ağı (EBA). (2022). Grade 7 household waste and recycling center game. https://giris.eba.gov.tr/EBA_GIRIS/teacher.jsp
  • Ekin, C. C., Polat, E., & Hopcan, S. (2023). Drawing the big picture of games in education: A topic modeling-based review of past 55 years. Computers & Education, 194, 104700. https://doi.org/10.1016/j.compedu.2022.104700
  • Environmental Protection Agency [EPA]. (2023). Recycle City. https://www3.epa.gov/recyclecity/
  • Ergin, B., & Ergin, E. (2022). Examining the studies on “digital gaming”: A bibliometric analysis, TRT Akademi,7(16), 824-851. https://doi.org/10.37679/trta.1142969
  • Freepick. (2021). Find icons that go together. https://www.freepik.com/icons
  • Gaming Türkiye. (2023). Türkiye oyun sektörü raporu 2023. https://www.gaminginturkey.com/tr/turkiye-oyun-sektoru-raporlari/
  • Gelibolu, M. F. (2013). Eğitsel dijital oyunların teknolojisi, türleri, sınıflandırılması, derecelendirilmesi ve eğitimde kullanılabilme potansiyeli [Technology, types, classification, grading and rating of educational digital games and their potential to be used in education]. In M. A. Ocak (Eds). Eğitsel dijital oyunlar kuram, tasarım ve uygulama [Theory, design and implementation of educational digital games] (pp. 70-104). Pegem Akademi.
  • Gunter, G. A., Kenny, R. F., & Vick, E. H. (2008). Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games. Educational Technology Research and Development, 56 (5), 511-537. https://doi.org/10.1007/s11423-007-9073-2
  • Gunter, G. A., Campbell, L. O., Braga, J., Racilan, M., & Souza, V. V. (2016). Language learning appsor games: an investigation utilizing the RETAIN model. Revistabrasileira de linguísticaaplicada, 16, 209-235. https://doi.org/10.1590/1984-639820168543
  • İlkay, D. (2022). The effect of educational digital games in science lessons on the motivation and academic success of 6th-grade students. [Unpublished master's thesis]. Kilis 7 Aralık University.
  • İstanbul Büyükşehir Belediyesi (İBB). (2019). Teaching recycling to children through play. https://www.istac.istanbul/tr/medya-ve-duyurular/haberler-ve-duyurular/cocuklar-hem-atiklari-taniyacak-hem-de-eglenecekler
  • Janakiraman, S., Watson, S. L., Watson, W. R., & Newby, T. (2021). Effectiveness of digital games in producing environmentally friendly attitudes and behaviors: A mixed methods study. Computers & Education, 160, 104043. https://doi.org/10.1016/j.compedu.2020.104043
  • Karaca, S., Gök, C., Kalay, E., Başbuğ, M., Hekim, M., Onan, N., & Barlas, G. Ü. (2016). Investigating the association between computer game addiction and social anxiety in secondary school students. Clinical and Experimental Health Sciences 6 (1), 14-19. https://doi.org/10.5152/clinexphealthsci.2016.053
  • Karasar, N. (2023). Bilimsel araştırma yöntemi [Scientific research method]. Nobel Yayıncılık
  • Karatekin, K. (2011). Sosyal bilgiler öğretmen adaylarının çevre okuryazarlık düzeylerinin belirlenmesi [The determination of environmental literacy levels of pre-service teachers of social studies]. [Unpublished doctoral dissertation]. Gazi University.
  • Keçeci, O. (2018). The effect of scratch-assisted teaching of circulatory system subject in system in our body unit of the 6th grade science class on the academic achievement and motivation of the students[Unpublished master's thesis]. Gazi University.
  • Koehler, M. J., Mishra, P., Bouck, E. C., DeSchryver, M., Kereluik, K., Shin, T. S., & Wolf, L. G. (2011). Deep-play: Developing TPACK for 21st century teachers. International Journal of Learning Technology, 6(2), 146-163. https://doi.org/10.1504/IJLT.2011.042646
  • Little, T. W. (2015). Effects Of Digital Game-Based Learning on Student Engagement and Academic Achievement. [Unpublished doctoral dissertation]. Lamar University.
  • Mısır, D. G. (2022). Developing digital computer game in science education and determining its effect on success. [Unpublished master's thesis]. Yıldız Technical University.
  • Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. Sage Publication.
  • MEB. (2021). Science 7th grade textbook. https://iys.eba.gov.tr/ders/ContentSystem/BASE_URL/EBOOK/REPOSITORY/9/9b799a25655dc93a1c48528ec944dff6/1/9b799a25655dc93a1c48528ec944dff6.pdf
  • MEB. (2018). Science curriculum. http://mufredat.meb.gov.tr/Dosyalar/201812312311937FEN%20B%C4%B0L%C4%B0MLER%C4%B0%20%C3%96%C4%9ERET%C4%B0M%20PROGRAMI2018.pdf
  • Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108 (6), 1017-1054. https://doi.org/10.1111/j.1467-9620.2006.00684.x
  • National Aeronauticsand Space Administration (NASA). (2020). Climatekids.https://climatekids.nasa.gov/10-things-glaciers/
  • National Geographic (NatGeo). (2020). National geographic kids, recycleroundup. https://kids.nationalgeographic.com/games/action-and-adventure/recycle-roundup-new/
  • OECD (2023), How green is household behaviour?: Sustainable choices in a time of interlocking crises, OECD studies on environmental policy and household behaviour, OECD Publishing. https://doi.org/10.1787/2bbbb663-en
  • Open game art (2021). 2D-Tile sets.https://opengameart.org/art-search-advanced?keys=&field_art_type_tid%5B%5D=9&sort_by=count&sort_order=DESC
  • Qi, W. (2016). Affective play with a recycling serious game-A physiological study. International Journal of Simulation: Systems, Science and Technology, 17(27), 1-6. https://doi.org/10.5013/IJSSST.a.17.27.34
  • Prinsloo, J. W., & Jordan, D. B. (2014). Selecting serious games for the computer science class. Mediterranean Journal of Social Sciences, 5 (21), 391-398. https://doi.org/10.5901/mjss.2014.v5n21p391
  • Sağır, A., & Okutan, S. (2022). The effects of digital games on middle school students: case of Karabük. Milli Eğitim Dergisi, 51 (233), 715-744. https://doi.org/10.37669/milliegitim.769932
  • Sezgin, S., Bozkurt, A., Yılmaz, E. A., & Van Der Linden, N. (2018). Gamification, education and theoretical approaches: motivation, engagement and sustainability in learning processes. Mehmet Akif Ersoy Üniversitesi Eğitim Fakültesi Dergisi, (45), 169-189. https://doi.org/10.21764/maeuefd.339909
  • Su, C. H., & Cheng, C. H. (2013). 3D game-based learning system for improving learning achievement in software engineering curriculum. Turkish Online Journal of Educational Technology (TOJET), 12(2), 1-12.
  • Toledo, C. (2005). A five-stage model of computer technology integration into teacher education curriculum. Contemporary Issues in Technology and Teacher Education, 5 (2), 177-191.
  • Türkiye E-spor Federasyonu (TESFED). (2022). Turkey e-sports federation. http://tesfed.gov.tr/hakkimizda
  • Uluay, G. (2017). The effects of digital game design implementations on academic achievements, problem solving skills and motivations of middle school students. [Unpublished doctoral dissertation]. Gazi University.
  • Unity. (2021). Asset store 2D. https://assetstore.unity.com/2d
  • Vural, H., & Yılmaz, S. (2016). Determining the knowledge and level of attitudes of the secondary school students to environment and nature; a case of Erzurum. Journal of the Institute of Science and Technology, 6(1), 107-115.
  • Wang, L. H., Chen, B., Hwang, G. J., Guan, J. Q., & Wang, Y. Q. (2022). Effects of digital game-based STEM education on students’ learning achievement: a meta analysis. International Journal of STEM Education, 9(1), 1-13. https://doi.org/10.1186/s40594-022-00344-0
  • Wang, X. M., Wang, S. M., Wang, J. N., Hwang, G. J., & Xu, S. (2023). Effects of a two-tier test strategy on students’ digital game-based learning performances and flow experience in environmental education. Journal of Educational Computing Research, 60(8), 1942-1968. https://doi.org/10.1177/07356331221095162
  • Wang, Q., & Woo, H. L. (2007). Systematic planning for ICT integration in topic learning. Educational Technology &Society, 10 (1), 148-156.
  • Wrzesien, M., & Raya, M. A. (2010). Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project. Computers & education, 55(1), 178-187. https://doi.org/10.1016/j.compedu.2010.01.003
  • Yılmaz, E. A. (2017). Herkes için oyunlaştırma [Gamification for everyone]. Abaküs Kitap.
Toplam 61 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Fen Bilgisi Eğitimi
Bölüm Makaleler
Yazarlar

Yunus Emre Öner 0000-0003-3063-2845

Tohit Güneş 0000-0002-9525-7081

Yayımlanma Tarihi 29 Temmuz 2024
Gönderilme Tarihi 1 Ocak 2024
Kabul Tarihi 13 Mayıs 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 12 Sayı: 2

Kaynak Göster

APA Öner, Y. E., & Güneş, T. (2024). The Effect of the Digital Game Developed According to the RETAIN Model on Academic Achievement in the Subject of Household Wastes and Recycling. Uluslararası Türk Eğitim Bilimleri Dergisi, 12(2), 720-760. https://doi.org/10.46778/goputeb.1413068