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Development of Educational Math Game

Yıl 2021, Cilt: 23 , 67 - 73, 31.12.2021
https://doi.org/10.55549/epess.1051119

Öz

The game is an entertainment activity where people who start with the history of humanity have a good time in their spare time. Thanks to the innovations offered by technology in the digital age, people spend their free time in virtual environments. These virtual environments are social media, news sites, video channels as well as digital games. While digital games are a favorite leisure activity for adults, young people are more likely to spend time with digital games. The educational-themed preparation of games, which are currently indispensable leisure time activities for young people, enables them to learn while having fun. It is important to develop educational digital games and present them to young people in accordance with learning. With this awareness, an educational game with mathematical operations activities was developed in the research. In the study, the developmental research method, one of the design-based research method derivatives, was used. In the research, game development stages and mechanics are explained in detail, and the technologies used are presented.

Kaynakça

  • Bontchev, B. (2015, July). Customizable 3D video games as educational software. In Proc. of 7th Int. Conf. on Education and New Learning Technologies EDULEARN15 (pp. 6943-6950).
  • Brown, A.L. (1992). Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings. Journal of the Learning Sciences, 2 (2), 141–178.
  • Cheung, H. L. (2018). Tap to spell: An interactive vocabulary mobile learning game. http://144.214.8.231/handle/2031/8954
  • Çankaya, S. & Karamete, A. (2008). Eğitsel bilgisayar oyunlarının öğrencilerin matematik dersine ve eğitsel bilgisayar oyunlarına yönelik tutumlarına etkisi. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 4(2), 115-127.
  • Demir, S. & Başol, G. (2014). Bilgisayar destekli matematik öğretiminin (bdmö) akademik başarıya etkisi: Bir metaanaliz çalışması. Educational Sciences: Theory & Practice, 14(5), 2013-2035.
  • Durgut, A. (2016). Meslek yüksekokulu öğrencileri için eğitsel matematik oyunu geliştirilmesi ve başarıya etkisinin incelenmesi. Balıkesir Üniversitesi Fen Bilimleri Enstitüsü,Bilgisayar ve Öğretim Teknolojileri Eğitimi Anabilim Dalı, Yüksek Lisans Tezi.
  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
  • Gee, J. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillian.
  • Gökbulut, Y. & Yücel Yumuşak, E. (2014). Oyun destekli matematik öğretiminin 4. sınıf kesirler konusundaki erişi ve kalıcılığa etkisi. International Periodical For The Languages, Literature and History of Turkish or Turkic, 9, 673-689.
  • Hsu, T. C. (2017). Learning English with augmented reality: Do learning styles matter?. Computers & Education, 106, 137-149.
  • Hu, X., Su, R., & He, L. (2016, July). The design and implementation of the 3D educational game based on VR headsets. In 2016 International Symposium on Educational Technology (ISET) (pp. 53-56). IEEE.
  • Hwang, W. Y., Shih, T. K., Ma, Z. H., Shadiev, R., & Chen, S. Y. (2016a). Evaluating listening and speaking skills in a mobile game-based learning environment with situational contexts. Computer Assisted Language Learning, 29(4), 639-657.
  • Hwang, G. J., Wu, P. H., Chen, C. C., & Tu, N. T. (2016b). Effects of an augmented reality-based educational game on students' learning achievements and attitudes in real-world observations. Interactive Learning Environments, 24(8), 1895-1906.
  • Kader, M. A. R. A., Zaki, S. M., Muhamed, M. F. A. A., Ali, R., & Mat, M. K. (2019). Game-Based Approach in Teaching and Learning: Fun, Knowledge or Both? A Case Study of MDAB Students. In Proceedings of the Regional Conference on Science, Technology and Social Sciences (RCSTSS 2016) (pp. 223-235). Springer, Singapore.
  • Koivisto, J. M., Niemi, H., Multisilta, J., & Eriksson, E. (2017). Nursing students’ experiential learning processes using an online 3D simulation game. Education and Information Technologies, 22(1), 383-398.
  • Pivec, M., Koubek, A., & Dondi, C. (2004). Guidelines for game-based learning. Pabst Science Publishers.
  • Pusey, M. (2018, October). The effect of puzzle video games on high school students' problem-solving skills and academic resilience. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 63-69). ACM.
  • Richey, R.C., Klein, J.D. & Nelson, W.A. (2003). Development research: Studies of instructional design and development. D.H. Jonassen (Ed.), Handbook of research for educational communications and technology, 1130, Mahwah, NJ: Lawrence Erlbaum Associates.
  • Shi, J., Shah, A., Hedman, G., & O'Rourke, E. (2019, May). Pyrus: Designing a collaborative programming game to promote problem solving behaviors. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-12).
  • Squire, K. (2005). Game-based learning: Present and future state of the field. Madison, WI: University of Wisconsin-Madison Press.
  • Sternig, C., Spitzer, M., & Ebner, M. (2018). Learning in a virtual environment: Implementation and evaluation of a VR math-game. In Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications (pp. 1288-1312). IGI Global.
  • Tlili, A., Essalmi, F., & Jemni, M. (2015, July). A mobile educational game for teaching computer architecture. In 2015 IEEE 15th International Conference on Advanced Learning Technologies (pp. 161-163). IEEE.
  • Turner, P. E., Johnston, E., Kebritchi, M., Evans, S., & Heflich, D. A. (2018). Influence of online computer games on the academic achievement of nontraditional undergraduate students. Cogent Education, 5(1), 1437671.
  • Tüzün, H., Arkün, S., Bayırtepe, E., Kurt, F. & Yermeydan Uğur, B. (2006). Fonksiyonlar konusunun oyun ortamında öğretilmesi. Matematik Etkinlikleri 2006 - 5. Matematik Sempozyumu Bildiriler Kitabı.
Yıl 2021, Cilt: 23 , 67 - 73, 31.12.2021
https://doi.org/10.55549/epess.1051119

Öz

Kaynakça

  • Bontchev, B. (2015, July). Customizable 3D video games as educational software. In Proc. of 7th Int. Conf. on Education and New Learning Technologies EDULEARN15 (pp. 6943-6950).
  • Brown, A.L. (1992). Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings. Journal of the Learning Sciences, 2 (2), 141–178.
  • Cheung, H. L. (2018). Tap to spell: An interactive vocabulary mobile learning game. http://144.214.8.231/handle/2031/8954
  • Çankaya, S. & Karamete, A. (2008). Eğitsel bilgisayar oyunlarının öğrencilerin matematik dersine ve eğitsel bilgisayar oyunlarına yönelik tutumlarına etkisi. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 4(2), 115-127.
  • Demir, S. & Başol, G. (2014). Bilgisayar destekli matematik öğretiminin (bdmö) akademik başarıya etkisi: Bir metaanaliz çalışması. Educational Sciences: Theory & Practice, 14(5), 2013-2035.
  • Durgut, A. (2016). Meslek yüksekokulu öğrencileri için eğitsel matematik oyunu geliştirilmesi ve başarıya etkisinin incelenmesi. Balıkesir Üniversitesi Fen Bilimleri Enstitüsü,Bilgisayar ve Öğretim Teknolojileri Eğitimi Anabilim Dalı, Yüksek Lisans Tezi.
  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
  • Gee, J. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillian.
  • Gökbulut, Y. & Yücel Yumuşak, E. (2014). Oyun destekli matematik öğretiminin 4. sınıf kesirler konusundaki erişi ve kalıcılığa etkisi. International Periodical For The Languages, Literature and History of Turkish or Turkic, 9, 673-689.
  • Hsu, T. C. (2017). Learning English with augmented reality: Do learning styles matter?. Computers & Education, 106, 137-149.
  • Hu, X., Su, R., & He, L. (2016, July). The design and implementation of the 3D educational game based on VR headsets. In 2016 International Symposium on Educational Technology (ISET) (pp. 53-56). IEEE.
  • Hwang, W. Y., Shih, T. K., Ma, Z. H., Shadiev, R., & Chen, S. Y. (2016a). Evaluating listening and speaking skills in a mobile game-based learning environment with situational contexts. Computer Assisted Language Learning, 29(4), 639-657.
  • Hwang, G. J., Wu, P. H., Chen, C. C., & Tu, N. T. (2016b). Effects of an augmented reality-based educational game on students' learning achievements and attitudes in real-world observations. Interactive Learning Environments, 24(8), 1895-1906.
  • Kader, M. A. R. A., Zaki, S. M., Muhamed, M. F. A. A., Ali, R., & Mat, M. K. (2019). Game-Based Approach in Teaching and Learning: Fun, Knowledge or Both? A Case Study of MDAB Students. In Proceedings of the Regional Conference on Science, Technology and Social Sciences (RCSTSS 2016) (pp. 223-235). Springer, Singapore.
  • Koivisto, J. M., Niemi, H., Multisilta, J., & Eriksson, E. (2017). Nursing students’ experiential learning processes using an online 3D simulation game. Education and Information Technologies, 22(1), 383-398.
  • Pivec, M., Koubek, A., & Dondi, C. (2004). Guidelines for game-based learning. Pabst Science Publishers.
  • Pusey, M. (2018, October). The effect of puzzle video games on high school students' problem-solving skills and academic resilience. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 63-69). ACM.
  • Richey, R.C., Klein, J.D. & Nelson, W.A. (2003). Development research: Studies of instructional design and development. D.H. Jonassen (Ed.), Handbook of research for educational communications and technology, 1130, Mahwah, NJ: Lawrence Erlbaum Associates.
  • Shi, J., Shah, A., Hedman, G., & O'Rourke, E. (2019, May). Pyrus: Designing a collaborative programming game to promote problem solving behaviors. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-12).
  • Squire, K. (2005). Game-based learning: Present and future state of the field. Madison, WI: University of Wisconsin-Madison Press.
  • Sternig, C., Spitzer, M., & Ebner, M. (2018). Learning in a virtual environment: Implementation and evaluation of a VR math-game. In Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications (pp. 1288-1312). IGI Global.
  • Tlili, A., Essalmi, F., & Jemni, M. (2015, July). A mobile educational game for teaching computer architecture. In 2015 IEEE 15th International Conference on Advanced Learning Technologies (pp. 161-163). IEEE.
  • Turner, P. E., Johnston, E., Kebritchi, M., Evans, S., & Heflich, D. A. (2018). Influence of online computer games on the academic achievement of nontraditional undergraduate students. Cogent Education, 5(1), 1437671.
  • Tüzün, H., Arkün, S., Bayırtepe, E., Kurt, F. & Yermeydan Uğur, B. (2006). Fonksiyonlar konusunun oyun ortamında öğretilmesi. Matematik Etkinlikleri 2006 - 5. Matematik Sempozyumu Bildiriler Kitabı.
Toplam 24 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Articles
Yazarlar

Ali Cetın Bu kişi benim

Ebru Yılmaz Ince

Yayımlanma Tarihi 31 Aralık 2021
Yayımlandığı Sayı Yıl 2021 Cilt: 23

Kaynak Göster

APA Cetın, A., & Yılmaz Ince, E. (2021). Development of Educational Math Game. The Eurasia Proceedings of Educational and Social Sciences, 23, 67-73. https://doi.org/10.55549/epess.1051119