İngilizce kelime öğretiminde eğitsel bilgisayar oyunları kullanımının öğrencilerin başarı ve tutumlarına etkisi
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Date
2019-05-09
Authors
Zengin, Mahmut
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Publisher
Bursa Uludağ Üniversitesi
Abstract
Araştırmanın amacı, İngilizce kelime öğretiminde eğitsel bilgisayar oyunları kullanımının öğrencilerin başarı ve tutumlarına etkisini incelemektir. Araştırmada ön test-son test kontrol gruplu gerçek deneme modeli kullanılmıştır. Araştırmanın uygulaması Ankara Keçiören ilçesinde bulunan Kardeşler Cumhuriyet Ortaokulu ve Gülhane Ortaokulu 1. sınıf öğrencileriyle yürütülmüştür. Araştırmanın, deney grubunda 166 öğrenci kontrol grubunda ise 171 öğrenci yer almıştır. Araştırmada kullanmak üzere Seçme-eşleştirme-boşluk doldurma oyunu, hafıza oyunu, kelime yakalama oyunu, bulmaca ve milyonere oyunu olmak üzere beş farklı oyun geliştirilmiştir. Milyonere oyunu dışındaki oyunların her biri kendi içinde üç oyunu barındırmaktadır. Araştırmada kullanılan bu oyunlar Adobe Captivate 9.0 programı kullanılarak hazırlanmıştır. Deney grubunda öğretim eğitsel bilgisayar oyunlarıyla yapılmıştır. Kontrol grubunda ise öğretim mevcut programa bağlı kalınarak yürütülmüştür. Veriler akademik başarı testi ve tutum ölçeği kullanılarak toplanmıştır. Akademik başarı testi, ön test, son test ve öğrenilenlerin kalıcılığını belirlemek için uygulamadan bir ay sonra izleme testi olarak uygulanmıştır. Verilerin analizinde nicel veri yöntemlerinden Bağımsız Örneklemler İçin t-Testi, Bağımlı (İlişkili) Örneklemler İçin t-Testi, Mann-Whitney U Testi ve Wilcoxon İşaretli Sırallar Testi kullanılmış, anlamlı farklılıklar için etki büyüklüğü hesaplanmıştır. Araştırmanın sonucunda, eğitsel bilgisayar oyunlarıyla kelime öğretimi yapılan öğrencilerin, mevcut programa göre kelime öğretimi yapılan öğrencilerden daha başarılı oldukları bulunmuştur. Aradaki fark etki büyüklüğü olarak azdır. Eğitsel bilgisayar oyunlarıyla yapılan kelime öğretiminin başarıya etkisi cinsiyete göre incelenmiş, kız ve erkek öğrencilerin başarılarında bir farklılık olmadığı tespit edilmiştir. Bir ay sonra yapılan izleme testinde deney grubu ve kontrol grubu öğrencilerinin akademik başarı puanlarında düşüş olmuştur. Ancak bu düşüş kontrol grubunda daha fazla olmuştur. Eğitsel bilgisayar oyunlarıyla kelime öğretimi yapılan grupta öğrenilenler daha kalıcı olmuştur. Aradaki fark etki büyüklüğü olarak azdır. Uygulamalar sonrası hem deney hem de kontrol grubundaki öğrencilerin İngilizce dersine yönelik tutumlarında anlamlı bir fark ortaya çıkmamış, ayrıca her iki gruptaki öğrencilerin İnglizce dersine yönelik tutumlarında da bir değişiklik olmamıştır.
The aim of this study is to examine the effects of educational computer games on students' success and attitudes in English vocabulary teaching. In the research, the real trial model with pre-test-posttest control group was used. The application of the study was carried out with the first class students of Kardeşler Cumhuriyet Secondary School and Gülhane Secondary School in Ankara Keçiören district. The study group consisted of 171 students in the experimental group and 171 students in the control group. Five different games have been developed for use in research, including selection-matching-space-filling game, memory game, word capture game, puzzle and millionaire game. Each of the games outside the Millionaire game has three games in itself. These games used in the research were prepared using Adobe Captivate 9.0 program. In the experimental group, teaching was done with educational computer games. In the control group, the teaching was conducted according to the traditional method according to the current program. Data were collected by using the academic achievement test and attitude scale before and after the application. One month after the application, the follow-up test was used to determine the persistence of the learners. Quantitative data analysis methods were used to analyze the data. Quantitative data methods; T-Test for independent samples, t-Test for dependent samples, Mann-Whitney U test and Wilcoxon signed rank test were used. As a result of the research, it was found that the students who teach vocabulary with educational computer games were more successful than the students who taught vocabulary according to the current program. The difference is small as the effect size. The effect of vocabulary teaching with educational computer games on the success was examined according to gender and it was determined that there was no difference in the success of female and male students. In the follow-up test one month later, there was a decrease in the academic achievement scores of the experimental group and the control group students. However, this decrease was higher in the control group. Educational computer games and the words taught in the group has been more permanent. The difference is small as the effect size. There was no significant difference in the attitudes of the students in both the experimental and control groups towards the English course, and there was no change in the attitudes of the students in both groups towards the English course.
The aim of this study is to examine the effects of educational computer games on students' success and attitudes in English vocabulary teaching. In the research, the real trial model with pre-test-posttest control group was used. The application of the study was carried out with the first class students of Kardeşler Cumhuriyet Secondary School and Gülhane Secondary School in Ankara Keçiören district. The study group consisted of 171 students in the experimental group and 171 students in the control group. Five different games have been developed for use in research, including selection-matching-space-filling game, memory game, word capture game, puzzle and millionaire game. Each of the games outside the Millionaire game has three games in itself. These games used in the research were prepared using Adobe Captivate 9.0 program. In the experimental group, teaching was done with educational computer games. In the control group, the teaching was conducted according to the traditional method according to the current program. Data were collected by using the academic achievement test and attitude scale before and after the application. One month after the application, the follow-up test was used to determine the persistence of the learners. Quantitative data analysis methods were used to analyze the data. Quantitative data methods; T-Test for independent samples, t-Test for dependent samples, Mann-Whitney U test and Wilcoxon signed rank test were used. As a result of the research, it was found that the students who teach vocabulary with educational computer games were more successful than the students who taught vocabulary according to the current program. The difference is small as the effect size. The effect of vocabulary teaching with educational computer games on the success was examined according to gender and it was determined that there was no difference in the success of female and male students. In the follow-up test one month later, there was a decrease in the academic achievement scores of the experimental group and the control group students. However, this decrease was higher in the control group. Educational computer games and the words taught in the group has been more permanent. The difference is small as the effect size. There was no significant difference in the attitudes of the students in both the experimental and control groups towards the English course, and there was no change in the attitudes of the students in both groups towards the English course.
Description
Keywords
Bilgisayar oyunlarının İngilizce öğretiminde kullanılması, Yabancı dil öğretimi, İngilizce kelime öğretimi, Eğitsel bilgisayar oyunları, Ortaokul kademesi, Educational computer games, Use of computer games in teaching English, English vocabulary teaching, Foreign language teaching, Middle school stage
Citation
Zengin, M. (2019). İngilizce kelime öğretiminde eğitsel bilgisayar oyunları kullanımının öğrencilerin başarı ve tutumlarına etkisi. Yayınlanmamış yüksek lisans tezi. Bursa Uludağ Üniversitesi Eğitim Bilimleri Enstitüsü.