Designing and Evaluating an Adaptive Educational Game Environment for Teaching Coding for Secondary School Students
Designing and Evaluating an Adaptive Educational Game Environment for Teaching Coding for Secondary School Students
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Abstract
Kodlama öğretimi problem çözme, üst düzey düşünme, eleştirel ve yaratıcı düşünme gibi 21 yüzyıl becerilerinin gelişimi için oldukça önemli olarak görülmekte ancak özellikle küçük yaştaki bireyler için çoğu zaman sıkıcı ve zor bir süreç olarak algılandığı belirtilmektedir. Oyun tabanlı ortamların kodlama eğitiminde kullanılmasının öğrencilerin kodlamaya yönelik bakış açısını değiştirme ve uyarlanabilir sistemlerin de desteğiyle kodlama öğrenme motivasyonunu olumlu etkileme potansiyeli bulunmaktadır. Bu bağlamda bu çalışmada, ortaokul öğrencileri için kodlama öğretimine yönelik uyarlanabilir eğitsel oyun ortamının uyarlama tasarımının yapılması ve değerlendirilmesi amaçlanmıştır. Araştırma tasarım ve değerlendirme olmak üzere iki aşamadan meydana gelmektedir. Araştırmanın tasarım aşaması tasarım tabanlı araştırma yöntemiyle değerlendirme aşaması ise nicel ve nitel verilerin birlikte kullanıldığı karma araştırma yöntemiyle yürütülmüştür. Araştırma sürecinde veri toplama araçları olarak, oyuncu tipi belirleme ölçeği, yarı yapılandırılmış görüşme formu, oyun unsuru puanlama anahtarı, programlama bilgisi başarı testi, gözlem formu ve sistem kayıtları kullanılmıştır. Araştırmanın örneklemini, tasarım sürecinde 1457 öğrenci ve 7 alan uzmanı, değerlendirme sürecinde ise Trabzon ilinde beşinci ve altıncı sınıfta öğrenim görmekte olan 15 ortaokul öğrencisi oluşturmaktadır. Araştırmanın tasarım sürecinde alanyazın taraması ve uzman görüşleri doğrultusunda uyarlama bileşenleri ortaya çıkarılmış, ardından belirlenen bileşenler doğrultusunda uyarlama sistemi bulanık mantık yöntemleriyle döngüsel olarak geliştirilmiştir. Değerlendirme sürecinde ise uyaralanan oyun ortamının öğrenci motivasyonuna ve programlama becerisine etkisi incelenmiştir. Araştırma sonucunda oyun tasarımı ve uyarlama etmenlerinin ARCS modelinin farklı basamaklarında motivasyonu etkilediği ortaya çıkmıştır. Ayrıca uygulama sonrasında uyarlanan oyun ortamını kullanan öğrencilerin kodlamaya yönelik bilgilerinin anlamlı bir şekilde değiştiği ortaya çıkmıştır. Araştırma sonuçlarına göre eğitsel oyunların tasarımında oyun özelliğinin geride kalmasından kaynaklanan dezavantajın uyarlama yardımıyla giderilebildiği söylenebilir.
Altough coding learning is seen as very important for the development of 21. Century skills such as problem solving, higher-order thinking, critical and creative thinking, it is stated that it is often perceived as a boring and difficult process, especially for young individuals. The use of game-based environments in coding education has the potential to change students' perspective on coding and positively affect their motivation to learn coding with the support of adaptive systems. In this context, in this study, it is aimed to design and evaluate an adaptive educational game environment for teaching coding to secondary school students. The research consists of two stages: Design and evaluation. The design phase of the research was carried out with the design-based research method and the evaluation phase was carried out with the mixed research method. Player type determination scale, semi-structured interview form, game element scoring key, programming knowledge achievement test, observation form and system records were used as data collection tools in the research process. The study group for the design process of the research consists of 1457 students and 7 field experts, and the evaluation study group consists of 15 secondary school students studying in the fifth and sixth grades in Trabzon. In the design process of the research, adaptation components were revealed in line with the literature review and expert opinions, and then the adaptation system was developed cyclically with fuzzy logic methods in line with the determined components. The effect of the game environment on student motivation and programming skills was examined by enabling 15 students to use the system for four weeks. As a result of the research, it was revealed that game design factors and adaptation factors affect motivation at different stages of the ARCS model. In addition, it was revealed that students' knowledge of coding changed significantly after the application. According to the results of the research, it can be said that the disadvantage caused by the game feature being left behind in the design of educational games can be eliminated with the help of adaptation.
Altough coding learning is seen as very important for the development of 21. Century skills such as problem solving, higher-order thinking, critical and creative thinking, it is stated that it is often perceived as a boring and difficult process, especially for young individuals. The use of game-based environments in coding education has the potential to change students' perspective on coding and positively affect their motivation to learn coding with the support of adaptive systems. In this context, in this study, it is aimed to design and evaluate an adaptive educational game environment for teaching coding to secondary school students. The research consists of two stages: Design and evaluation. The design phase of the research was carried out with the design-based research method and the evaluation phase was carried out with the mixed research method. Player type determination scale, semi-structured interview form, game element scoring key, programming knowledge achievement test, observation form and system records were used as data collection tools in the research process. The study group for the design process of the research consists of 1457 students and 7 field experts, and the evaluation study group consists of 15 secondary school students studying in the fifth and sixth grades in Trabzon. In the design process of the research, adaptation components were revealed in line with the literature review and expert opinions, and then the adaptation system was developed cyclically with fuzzy logic methods in line with the determined components. The effect of the game environment on student motivation and programming skills was examined by enabling 15 students to use the system for four weeks. As a result of the research, it was revealed that game design factors and adaptation factors affect motivation at different stages of the ARCS model. In addition, it was revealed that students' knowledge of coding changed significantly after the application. According to the results of the research, it can be said that the disadvantage caused by the game feature being left behind in the design of educational games can be eliminated with the help of adaptation.
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Motivation, Oyunlar, Secondary School Students, Oyunla Öğretim, Educational Games, Eğitsel Oyunlar, Kodlama, Ortaokul Öğrencileri, Coding, Programming Instruction, Adaptivity, Adaptations, Motivasyon, Programlama Öğretimi, Education and Training, Games, Uyarlamalar, Teaching with Game, Eğitim ve Öğretim, Uyarlanabilirlik
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