Recent research on the subject shows that students spend more time on computer games than other activities such as reading book or watching TV. It is possible that this time-consuming activity can become much more effective by educator-game sector cooperation. Which type of game students prefer mostly; how the educational content can be articulated the games without diminishing the playability and enjoyableness of it; and the impact of the competition in the games on process and students are just several titles examined in the studies. This scope presents the types of computer game, qualities of educational games, and educational games designs which are recommended for developing educational games. It also presents a set of knowledge about the importance of educational games in mathematics and physic education, and some studies on this field. In the scope, some strategies, about educational game development process, are recommended educators and software developers in the sector who intend to develop educational games based on the literature.
This study examined the influence of active learning method on students' achievements in and attitudes towards simple electric circuits within the scope of the course of physics. The active learning method allows students to structure the information themselves by doing and experiencing. The study was carried out with 28 students from the department of Computer Education and Instructional Technologies of a state university in a period of five weeks including the process of data collection within the scope of the physics lesson unit of Simple Electric Circuits. In the application process of nine course hours in three weeks, the lesson unit of Simple Electric Circuits was taught to the students with the help of simulation-like activities that they developed based on their own coding using the programming environment of Scratch to solve the given problems. In the study, as the data collection tool, the "Attitude Scale for the Lesson Unit of Simple Electric Circuits" developed by Erdal TAŞLIDERE and Ali ERYILMAZ, the Simple Electric Circuits Achievement Test developed by the researcher of this study and a semi-structured interview form again developed by the researcher were used. For the analysis of the quantitative data collected in the study, the paired-samples t-test, one of parametric test techniques, was used. As for the analysis of the qualitative data, descriptive analysis was applied. The findings obtained in the study demonstrated that the active learning environment established using the programming environment of Scratch had significant influence on the students' achievements in the lesson unit of Simple Electric Circuits. In addition, according to the results, no significant difference was found between the attitude scale pretest and posttest mean scores. Lastly, the semi-structured interviews held with the students revealed that the active learning method carried out for the learners supported permanent learning thanks to the visual contents included, concretized and made learning entertaining and that teaching with the help of this method should be made common.
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