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The study examined the opinion of school students regarding the expediency and possibilities of using digital mathematical games in the process of teaching mathematics, and also carried out a comparative analysis of the results of the research conducted in Ukraine and Israel. The issue of the distribution of digital mathematical games in Ukraine and Israel was studied, and it was found out which digital mathematical games are the most popular in the process of teaching mathematics to students in schools in these countries. It was found that the vast majority of students from these countries played digital mathematical games. In the study of students’ interest in playing digital mathematical games, the questions were whether students played digital mathematical games, whether their mathematics teachers used digital mathematical games in mathematics lessons, whether students would like to use digital mathematical games when learning mathematics at school. Also, most students responded that their teachers used digital math games in math lessons and would like their teachers to continue using them. However, despite a relatively high percentage of students who are interested in using digital math games in math lessons, there are students who consider traditional math lessons to be more appropriate. It was established that there is a statistically significant difference between the results of a survey of schoolchildren in Ukraine and Israel regarding the expediency of using mathematical digital games in teaching mathematics: with a probability of 95% more surveyed schoolchildren in Ukraine (9.6%) are supporters of traditional teaching of mathematics (without the use of digital games), compared to 2.4% of surveyed schoolchildren in Israel. The statistical significance of the differences in the answers of students of the schools of these countries was checked using the ϕ*-Fisher criterion. As a result of the research, it was found that the interest of schoolchildren of both countries in the use of digital mathematical games in the learning process is growing. Almost half of the respondents in these countries expressed the opinion that they would be interested in learning more about digital math games and trying to play them. However, there remain a number of unresolved important issues related to the methodology of this process, including didactic ones.
The study examined the opinion of school students regarding the expediency and possibilities of using digital mathematical games in the process of teaching mathematics, and also carried out a comparative analysis of the results of the research conducted in Ukraine and Israel. The issue of the distribution of digital mathematical games in Ukraine and Israel was studied, and it was found out which digital mathematical games are the most popular in the process of teaching mathematics to students in schools in these countries. It was found that the vast majority of students from these countries played digital mathematical games. In the study of students’ interest in playing digital mathematical games, the questions were whether students played digital mathematical games, whether their mathematics teachers used digital mathematical games in mathematics lessons, whether students would like to use digital mathematical games when learning mathematics at school. Also, most students responded that their teachers used digital math games in math lessons and would like their teachers to continue using them. However, despite a relatively high percentage of students who are interested in using digital math games in math lessons, there are students who consider traditional math lessons to be more appropriate. It was established that there is a statistically significant difference between the results of a survey of schoolchildren in Ukraine and Israel regarding the expediency of using mathematical digital games in teaching mathematics: with a probability of 95% more surveyed schoolchildren in Ukraine (9.6%) are supporters of traditional teaching of mathematics (without the use of digital games), compared to 2.4% of surveyed schoolchildren in Israel. The statistical significance of the differences in the answers of students of the schools of these countries was checked using the ϕ*-Fisher criterion. As a result of the research, it was found that the interest of schoolchildren of both countries in the use of digital mathematical games in the learning process is growing. Almost half of the respondents in these countries expressed the opinion that they would be interested in learning more about digital math games and trying to play them. However, there remain a number of unresolved important issues related to the methodology of this process, including didactic ones.
In this study, it was aimed to determine the impact of using digital stories in teaching proverbs and idioms to primary school students. In the study, a pretest-posttest quasi-experimental research design with a control group was preferred. The sample of the study was created by 86 second-grade students who studied in a primary school in the Erzurum province in the 2021-2022 academic year. The semi-experimental process was completed in a total of 5 weeks with a 3-week teaching program and 2-week test application. During this time, the experiment group was taught proverbs and idioms through digital stories. The control group was taught with the traditional straight narrative. The study data were collected using the “Family and Child Information Form”, where the demographics of the students, and the “Proverb and Idioms Success Test”, which was developed by the researcher. The data were analyzed using SPSS 22.0, and G-power 3.1 statistical package programs. Analysis was done using power analysis, descriptive statistics, dependent sample t-test, independent sample t-test, chi-square test, and Kuder-Richardson’s-20 test. In the study, it was determined that there was a significant increase in the course of the experiment group between Proverbs and Idioms Success Test scores of students in the experiment and control group following the application of digital story-based proverbs and idioms teaching. According to the results of the research, the use of digital stories in the teaching of proverbs and idioms was found to provide students with a better learning and understanding of the subject.
Araştırma okul öncesi öğretmen adaylarının robotik kodlamaya ilişkin görüşlerini belirlemek amacıyla gerçekleştirilmiştir. Araştırmada nitel araştırma yöntemlerinden temel nitel araştırma deseninden yararlanılmıştır. Çalışma grubunu Gazi Üniversitesi Eğitim Fakültesi Temel Eğitim Bölümü Okul Öncesi Eğitimi Anabilim Dalı’nda dördüncü sınıfta öğrenim görmekte olan 22 öğretmen adayı oluşturmaktadır. Veriler görüşme tekniği ile elde edilmiştir. Araştırmanın verileri içerik analizi yöntemiyle analiz edilmiştir. Araştırmanın sonucunda; öğretmen adaylarının çoğunlukla robotik kodlamayı tanımlarken, robotik kodlamanın geliştirdiği becerileri temel alarak tanımladıkları görülmüştür. Ayrıca öğretmen adayları robotik kodlama eğitiminin okul öncesi dönem çocuklarının çoğunlukla bilişsel gelişimlerini desteklediği ifade ederken; tamamına yakını robotik kodlamanın Matematik etkinlikleri yaparken kullanılabileceğini belirtmiştir. Bunun yanı sıra öğretmen adaylarının tamamı okul öncesi dönemde robotik kodlama eğitiminin gerekli olduğunu ve okul öncesi lisans programında robotik kodlamaya ilişkin ders almak istediklerini belirtmişlerdir. Ek olarak öğretmen adayları, robotik kodlama eğitimlerinin mesleki doyum, eğitimde teknolojiyi entegre etme gibi çeşitli katkıları olacağını ifade etmişlerdir.
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