心理游戏活动对五年级学生解决问题和计算思维能力的影响

IF 1.9 4区 教育学 Q2 EDUCATION & EDUCATIONAL RESEARCH
Abdullah Güneri, Özgen Korkmaz
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引用次数: 0

摘要

本研究旨在探讨心理游戏活动对五年级学生解决问题能力和计算思维能力的影响。本研究采用了混合研究方法之一的序贯解释设计。本研究以Adıyaman某中学5年级学生17名为研究对象,采用准实验设计的前测后测,不设对照组。本研究的试验期为6周。在实验研究前,对学生进行了问题解决能力和计算思维能力量表的预测。在实验研究的第一周进行Kapsul游戏活动。ABC Baglama活动在本周举行。第三周进行数独活动。第四周举行了三石游戏活动。第五周进行了剑斗游戏活动。第六周,举办了Kakuro游戏活动。本研究的统计值采用SPSS程序计算。为了收集定量数据,在实验前对学生进行了问题解决能力和计算思维能力的预测试。实验过程结束后,采用问题解决能力和计算思维能力量表进行后测。应用前测和后测结果采用配对样本t检验进行分析。此外,为了收集定性数据以加强研究,我们采用了访谈的形式来获取学生对实验过程的意见。根据实验研究得出的结果,可以说,心理游戏活动对学生的计算思维和解决问题的能力有积极的影响,使课堂变得更加有趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The effect of mind games activities on problem-solving and computational thinking skills of grade 5 students
This research aims to examine the effect of Mind Games activities on problem-solving skills and computational thinking skills of 5th grade students. Sequential explanatory design, one of the mixed research methods, was used in the research. The research was carried out in a quasi-experimental design pretest-posttest without a control group with 17 5th grade students in a secondary school in Adıyaman. The research was carried out with an experimental period of 6 weeks. Before the experimental study, the problem-solving skills and computational thinking skills scales were applied to the students as a pre-test. Kapsul game activity was performed in the first week of the experimental study. ABC Baglama activity was held during the week. Sudoku activity was held in the 3rd week. In the 4th week, Three Stone game activities were held. Kendoku game activity was held in the 5th week. In the 6th week, Kakuro game activity was held. Statistical values in the study were calculated using the SPSS program. To collect quantitative data, a pre-test of problem-solving skills and computational thinking skills was applied to the students before the experimental process. After the experimental process, problem-solving skills and computational thinking skills scales were applied as a posttest. The applied pre-test and post-test results were analyzed with the paired sample t-test. Additionally, to collect qualitative data to strengthen the research, an interview form was applied to obtain the opinions of the students about the experimental process. In line with the findings obtained because of the experimental study, it can be said that the mind game activities have a positive effect on the students' computational thinking and problem-solving skills, and the lesson turns into more fun.
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来源期刊
CiteScore
3.50
自引率
11.10%
发文量
29
期刊介绍: Mind, Brain, and Education (MBE), recognized as the 2007 Best New Journal in the Social Sciences & Humanities by the Association of American Publishers" Professional & Scholarly Publishing Division, provides a forum for the accessible presentation of basic and applied research on learning and development, including analyses from biology, cognitive science, and education. The journal grew out of the International Mind, Brain, and Education Society"s mission to create a new field of mind, brain and education, with educators and researchers expertly collaborating in integrating the variety of fields connecting mind, brain, and education in research, theory, and/or practice.
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