Digital Games Designed By Prospective Teachers in The Scratch Program Through The Eyes of Mathematics Teachers

dc.contributor.authorÖzdemir, Burçin Gökkurt
dc.contributor.authorBasır, Rabia
dc.contributor.authorBalbay, Aleyna
dc.contributor.authorMeredova, Patmanur
dc.contributor.authorÇağlar, Kübra
dc.contributor.authorÖzdemir, Burçin Gökkurt
dc.date.accessioned2025-10-18T07:46:50Z
dc.date.created2021
dc.date.issued2021
dc.departmentBartın Üniversitesi
dc.description1919B012001207
dc.description.abstractThe Scratch programming tool is an effective tool for the logical problem-solving skills of middle school students with its ease, richness of their visual characters and all their objects, as well as processing skills. In particular, the fact that research has shown that teaching with Scratch has a positive effect on students' mathematical achievements in algebraic expressions indicates that a different teaching method can be used in the field of algebra learning. Therefore, it is believed that the use of mathematics teachers in the lesson by learning this program before service will contribute to the students ' learning and love of mathematics. The aim of the research is to examine the opinions of mathematics teachers about the games that prospective teachers design in the Scratch program. The participants of this study, in which the case study was conducted, are six mathematics teachers. The research process was carried out in three stages. In the first stage, 13 games were designed by prospective teachers about achievements in algebraic expressions. In the second phase, six mathematics teachers were asked to score these games according to the revised rubric of Li et al (2013). In the third stage, teachers' opinions on the reasons for the scores they gave to the games were taken. Kappa coefficients were calculated for the scoring compliance among teachers. Qualitative data analysis techniques were used in the analysis of teacher opinions. In this study, it was revealed that most teachers found the games interesting, cle, and instructive/reinforcing. Some teachers found the games original, while others stated that they were classic games that they often encountered. In addition, some teachers emphasized that they can use these games in their lessons, while others stated that they cannot use them in their lessons for reasons such as missing instructions, code errors, and lack of program.
dc.description.sponsorshipTUBİTAK-2209
dc.identifier.doi10.25233/ijlel.994301
dc.identifier.endpage58
dc.identifier.issn2458-911X
dc.identifier.issue2
dc.identifier.startpage37
dc.identifier.urihttps://doi.org/10.25233/ijlel.994301
dc.identifier.urihttps://hdl.handle.net/11772/17001
dc.identifier.volume7
dc.language.isoen
dc.publisherOsman TİTREK
dc.relation.ispartofInternational Journal on Lifelong Education and Leadership
dc.relation.publicationcategoryMakale - Ulusal Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzDergiPark_20251017
dc.subjectStudies on Education
dc.subjectEğitim Üzerine Çalışmalar
dc.titleDigital Games Designed By Prospective Teachers in The Scratch Program Through The Eyes of Mathematics Teachers
dc.typeArticle
dspace.entity.typePublication
relation.isAuthorOfPublication9165fc05-6ce7-4442-b8b7-01b3c13d03e4
relation.isAuthorOfPublication.latestForDiscovery9165fc05-6ce7-4442-b8b7-01b3c13d03e4

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