A Study on the Effect of Educational Games and Cooperative Learning Applications on Solving Students' Learning Problems

A Study on the Effect of Educational Games and Cooperative Learning Applications on Solving Students' Learning Problems

Emre Yıldız, Ümit Şimşek
Copyright: © 2022 |Pages: 25
DOI: 10.4018/IJGBL.304435
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Abstract

The aim of this study was to compare the effect of educational game (EG), reading-writing-game (RWG), reading-writing-application (RWA) and traditional methods on academic achievement, motivation, anxiety, and retention of their knowledge. On this basis, pretest-posttest control group quasi-experimental design was followed. Thus, the sample of the study was 149 7th grade students. Data were collected with the prior-knowledge test, academic achievement test, motivation and anxiety scale. In the analysis of data descriptive statistics and one-way ANOVA, were used. As a result, it was found that the EG method was more effective than the RWG, RWA and traditional method in improving the academic achievement of students. In terms of learning motivation and permanence of the information, it was seen that there is a significant difference between EG and traditional method in favor of the students who applied EG method. As for learning anxiety, the results showed that there is a significant difference among EG, RWA, and traditional method in favor of the students who used EG method.
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Introduction

The aim of today's societies is to raise individuals’ awareness of searching, critical thinking, questioning, knowledge production, knowledge transformation, and, learning to learn. At this point, raising awareness and equipping individuals with these skills depend on the quality of the education, and there are many factors affecting education quality required to care. In this regard, especially learning problems, one of these factors, individuals experience is critical in terms of delaying in progress. For, these learning problems may result in poorness in permanent learning, demotivation, and increase in anxiety.

When the relevant literature is reviewed on this basis, it is seen that, while the cognitive domain is mostly emphasized, the affective factors are seemingly overlooked (Tuan, Chin & Shieh, 2005), though cognitive processes in learning are affected by affective factors (Uzun, Gelbal & Öğretmen, 2010). Among these affective factors, learning motivation and anxiety are two main points in terms of shaping learning process. To briefly explain, learning motivation is the enthusiasim and willingness of students to learn things with a belief in the value, benefit, and meaningfulness of the things to be learned (Isin, Akcay & Kapici, 2020) and plays a role in the development of different skills such as critical thinking and cognitive processing (Pintrich, Marx & Boyle, 1993; Tuan, Chin & Sheh, 2005; Wolters & Rosenthal, 2000). As to learning anxiety, it is defined as an arousal state that an individual experience when faced with a stimulus and manifests itself with physical, emotional, and mental changes (Aiken, 1976). Regarding learning anxiety, it is pointed out that, while the optimum anxiety level has a positive effect on learning, low or high anxiety negatively affects (Köklü, 1996; Richardson & Suinn, 1972). Considering science education, these two factors are so significant and many points should be considered when structuring course content. In this respect, methods and techniques science educators would integrate would play critical role in motivating students and balancing their anxiety.

In the literature, it is commonly emphasized that educators should benefit from different methods and techniques in order to increase students' motivation to learn and to keep their anxiety at the optimum level while ensuring permanent, effective, and meaningful learning (Ding, Li, Piccolo & Kulm, 2007; Hazne & Berger 2007; Honey, 2009; Ballantine & Larres 2007; Şimşek, Doymuş & Şimşek 2008). Especially, educational game method and cooperative learning model, identified within the scope of active learning, are among the methods that, considering their positive effects on learning outcomes and motivation and anxiety, educators can benefit from.

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