In this study, the effect of the use of Web 2.0 tools in online education on the achievement of secondary school students in the unit "Reproduction, Growth and Development in Living Things" was examined. The sample of the research consists of 14 students studying in the 7th grade. In the study, the lessons were carried out in accordance with the current curriculum, using web 2.0 tools in an online environment. The study lasted for 6 weeks in total and a different Web 2.0 tool was applied to the students every week on the “Microsoft Teams” platform. The model of the research is a mixed model in which quantitative and qualitative methods are combined. In this direction, the "Reproduction, Growth and Development Unit Achievement Test in Living Things" was used as a quantitative data collection tool, and the "Reproduction, Growth and Development Unit Worksheet in Living Things" was used as a qualitative data collection tool. SPSS program was used in the analysis of the quantitative data, and content analysis was used in the analysis of the qualitative data. As a result of the study, it has been found that online education applications supported by web 2.0 tools have a positive effect on students' achievement in the unit "Reproduction, Growth and Development in Living Things". In the study, it was found that the students gave more correct code and frequency outputs with a significant difference after the application, and that they correctly associated the unit concepts with each other.
First aid is the emergency response to a person injured due to an accident or illness, by the people at the scene until the paramedics arrive. First aid is a lifelong essential skill for people of all ages. For this reason, knowing first aid from a young age is very important in dealing with emergencies that may occur in both school and home life. In this study, digital health games were designed and implemented in a first-aid health area. The aim of this study is to examine the effects of digital health games developed on primary school students' first aid awareness. Throughout the study, a game was selected each week and played with the students. The study group consists of 12 primary school 4th-grade students. The criterion sampling model was adopted in the selection of the study group. In the research, a semi-structured interview was used as a data collection tool and content analysis was applied in the analysis of the data. It has been reached that the knowledge of the students about the definition of first aid and possible application situations, first aid kit and emergency ambulance number has increased after the implementation. As a result of the study, it was found that digital health games improved the first aid awareness of primary school students.<p> </p><p><strong> Article visualizations:</strong></p><p><img src="/-counters-/edu_01/0094/a.php" alt="Hit counter" /></p>
Health education is a life-long process for every individual and improves the health and quality of life of the society and it is important to benefit from interactive digital learning environments in providing health education for the digital children of the new age. The aim of the study is to develop educational digital health games and to investigate the role of primary school students in health awareness. Accordingly, in this study, various educational digital health games were designed, developed and evaluated in many health areas, healthy daily life, dental health, hygiene/cleaning, diseases and coronavirus disease. The study is a design-based research and the ASSURE model, one of the design-based research types, was used in the study. The sample of the study consists of 12 primary school 4th grade students. In the study, semi-structured interview was used as data collection tool and content analysis was applied in the analysis. As a result of the study, it was found that educational digital health games improved the health awareness of primary school students and the students gave more and various correct answers after the implementation than before the implementation. Accordingly, educational digital health games can be used in health education for children.
The aim of this research is to examine the effects of web 2.0 tools used in online education on the self-regulation perceptions of secondary school 5th grade students. For this purpose, the Sun, Earth and Moon unit was processed online using web 2.0 tools. The study was implemented in a public secondary school over a period of 6 weeks. The sample of the study consists of 12 students (7 girls, 5 boys) in the 10-11 age group. In the study, mixed research method was used. In the study, the "Perceived Self-Regulation Scale" developed by Arslan Gelişli (2015) was used as a quantitative data collection tool, and the "Semi-structured Telephone Interview on Self-regulation Perceptions" was used as a qualitative data collection tool. SPSS program was used in the analysis of quantitative data, and content analysis method was used in the analysis of qualitative data. As a result of the study, it was seen that online education supported by web 2.0 tools within the scope of the Sun, Earth and Moon unit had a positive effect on students' self-regulation perceptions.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.