Investigating the effects of SOLO taxonomy with reflective practice on university students' meta-cognitive strategies, problem-solving, cognitive flexibility, spatial anxiety: an embedded mixed-method study on 3D game development

dc.contributor.authorDurak, Hatice Yildiz
dc.contributor.authorUslu, Nilufer Atman
dc.date.accessioned2025-10-18T10:07:14Z
dc.date.created2022
dc.date.issued2022
dc.departmentFakülteler, Fen Fakültesi, Bilgisayar Teknolojisi ve Bilişim Sistemleri Bölümü
dc.description.abstractThe 3D game development process is significant in improving knowledge and skills, such as literacy of information technologies, computational, analytical, and algorithmic thinking, programming, and spatial abilities. Besides, the 3D game development is a difficult and complex learning process. Within this context, it was decided that teaching should be restructured to support the metacognitive strategies' use skills of students. SOLO taxonomy was used as a framework for restructuring the content of teaching. In the literature, SOLO is preferred as a solution for teaching contents, which is complex and challenging to learn. The aim of this study is to improve problem-solving skills (PSS), cognitive flexibility, meta-cognitive strategies use skills and spatial anxiety in teaching the 3D game development, supported with metacognitive strategies and restructured with SOLO. An embedded pattern is used in this study. This study showed that experimental intervention influences change in students' PSS and metacognitive strategies use skills. It is necessary to include SOLO taxonomy in content planning to increase the learning performance. It is supposed that the study results will provide an insight for implementers to design and execute difficult and complex teaching in computer science education and will assist them in developing different perspectives.
dc.identifier.doi10.1080/10494820.2022.2067187
dc.identifier.endpage7376
dc.identifier.issn1049-4820
dc.identifier.issn1744-5191
dc.identifier.issue10
dc.identifier.orcidAtman Uslu, Nilufer/0000-0003-2322-4210
dc.identifier.orcidYILDIZ DURAK, Hatice/0000-0002-5689-1805;
dc.identifier.scopus2-s2.0-85132676706
dc.identifier.scopusqualityQ1
dc.identifier.startpage7354
dc.identifier.urihttps://doi.org/10.1080/10494820.2022.2067187
dc.identifier.urihttps://hdl.handle.net/11772/21475
dc.identifier.volume31
dc.identifier.wosWOS:000788972500001
dc.identifier.wosqualityQ1
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherRoutledge Journals, Taylor & Francis Ltd
dc.relation.ispartofInteractive Learning Environments
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/closedAccess
dc.snmzWoS_20251016
dc.subject3d Game Development
dc.subjectSolo (Structure Of Observed Learning Outcome) Taxonomy
dc.subjectMetacognitive Strategies Usage Skills
dc.subjectCognitive Flexibility
dc.subjectProblem-Solving Skills
dc.subjectSpatial Anxiety
dc.titleInvestigating the effects of SOLO taxonomy with reflective practice on university students' meta-cognitive strategies, problem-solving, cognitive flexibility, spatial anxiety: an embedded mixed-method study on 3D game development
dc.typeArticle
dspace.entity.typePublication

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