Fen ve teknoloji dersinde oynanabilecek oyunlar
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The effects of educational games and feedback-correction on the success of 6th grade students and the retention of the knowledge were investigated in this study. Two classes of 6th grade with equal probability in this secondary school were determined as the experimental group while another class of 6th grade was determined as the control group. The electricity and systems unit was taught for 4 hours per week for 10 weeks by means of educational games in the experimental group 1, by means of educational games and feedback-correction in the experimental group 2 and according to the current MNE Ministry of National Education curriculum in the control group. The learning level test developed by the Yildirim was used in the study to measure the learning levels of the students and the retention of the knowledge. According to the findings obtained in the study, it was statistically determined that the educational games and feedback-correction applied in the experimental group 2 and educational games applied in the experimental group 1 were more effective in terms of retention of knowledge and learning levels compared to the current curriculum applied in the control group.
Fen ve teknoloji dersinde oynanabilecek oyunlar
By using our site, you agree to our collection of information through the use of cookies. To learn more, view our Privacy Policy. To browse Academia. Bugra Ulger , Sedat Ucar. This research examined the developmental issues of gifted and talented students attending the science programs in Science and Art Centers according to the views of teachers, administrators and science gifted students. It is required to examine the validity and applications of science programs of SAC for the development of gifted and talented students. Thus, it is important to know whether SAC need a different program or an adaptation, discuss the newly structured area through examining the implementations and discuss the problems of implementation for advancing the gifted and talented education on standards. Findings are discussed regarding the programs four foundation: aim, content, method-techniques and evaluation in this qualitative research. The study suggested that if problems regarding meeting the requirements of the program are solved and used effectively, gifted students' will show more development in terms of their scientific skills. SUMMARY Purpose and significance: This study examined the science program of SAC according to the views of administrators, teachers and science gifted students; determined problems are discussed in terms of whether there were any effects of development of science gifted students. In our country SAC science programs are not evaluated and the problems which could come up with the program processes in addition to the developmental issues of gifted students in this program are not discussed.
Gulsoy, T.
The purpose of this research is to investigate the effect of game-based activities of light and sound units on middle school students' science learning according to academic achievement, motivation, attitude and gender variables. This research was conducted in two different 6 th grade level in a middle school. The quasi - experimental design with pre - test and post - test control groups was used. As a data collection tool; the academic achievement test for the 6 th grade Light and Sound unit, the motivation scale for science learning and attitude scale was used. The data was analyzed by the t-test if there were any significant differences between the independent variables. Gender differences had no effect on academic achievement and motivation but their attitude towards the lesson improved positive attitude in favor of the female students.
By using our site, you agree to our collection of information through the use of cookies. To learn more, view our Privacy Policy. To browse Academia. Abstract Keywords Educational systems of our epoch put the focus on the learner and enable their active participation as well as the use of many new methods and techniques in the learning process. Educational games, which are. Mert Kaya. At the end of the study, the designed activity was evaluated in terms of applicability in the science and technology courses. Ahmet Aypay.
Fen ve teknoloji dersinde oynanabilecek oyunlar
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Indexing metadata. ENED-GEM: A conceptual framework model for psychological enjoyment factors and learning mechanisms in educational games about the environment. The quasi - experimental design with pre - test and post - test control groups was used. Canbay, I. Selcuk University, Konya, Turkey. Occupational Therapy In Health Care, 15 , Font Size. Oncoimmunology Depletion of regulatory T cells by targeting CC chemokine receptor type 4 with mogamulizumab. Miller, J. Skip to main content.
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Journal of Measurement and Evaluation in Education and Psychology. Yildirim, A. References Allery, L. Abstract The effects of educational games and feedback-correction on the success of 6th grade students and the retention of the knowledge were investigated in this study. Computers and Education, 59 1 , Keywords Prescool , interdisciplinary teaching , Science practices , Student opinions , teacher opinions , Parent opinions. Baltic Journal of Health and Physical Activity Application of selected physiotherapeutic methods and the qualitative gait assessment in elderly people with degenerative changes of the hip joint. Kaya, S. The purpose of this research is to investigate the effect of game-based activities of light and sound units on middle school students' science learning according to academic achievement, motivation, attitude and gender variables. You, H. Kaptan, F. Sosyal bilimler icin veri analizi el kitabi
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