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Examination of the Interactive Digital Mathematics Games According to NCTM Standards

Yıl 2023, Cilt: 7 Sayı: Special Issue 2 - Education and Psychology Research in the 100th Anniversary of the Republic, 680 - 703, 25.10.2023
https://doi.org/10.54535/rep.1368371

Öz

This study aimed to examine the interactive digital games that are open to access at the secondary education level on the Education Informatics Network [EIN] platform according to NCTM standards. 20 interactive mathematics games that are open to access on the EIN platform have been reached. Accessed games were analysed descriptively with a code book developed by Joung and Byun (2021) based on the NCTM Content and Process Standards. According to the results of the study, it was determined that the majority of the games are focused on the Numbers and Operations. All of the games targeted fifth and sixth graders, and no games were included for probability domain. Geometry has the highest mean scores for content standards while algebra has the lowest. Games related to geometry, measurement, and numbers exhibit a moderate degree of alignment with the underlying content domains, whereas games centered on data and algebra show a relatively weaker correspondence between the content and the contextual aspects of the game. On the other hand, as for the process standards, algebra has the highest mean scores while geometry and numbers have the lowest mean scores. Highest mean scores for process standards belong to problem solving for data, reasoning and proof for measurement, connections for data and algebra, representations and communication for algebra. Among the process standards, reasoning and proof, and communication were represented with the lowest means for all domains. Considering the results it is advisable to revise digital interactive mathematics games to meet the content and process standards.

Etik Beyan

I declare that the research was conducted in accordance with the ethical standards of the institutional and national research committee and with the 1964 Helsinki declaration and its later amendments or comparable ethical standards.

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Yıl 2023, Cilt: 7 Sayı: Special Issue 2 - Education and Psychology Research in the 100th Anniversary of the Republic, 680 - 703, 25.10.2023
https://doi.org/10.54535/rep.1368371

Öz

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  • White, K., & McCoy, L. P. (2019). Effects of game-based learning on attitude and achievement in elementary mathematics. Networks: An Online Journal for Teacher Research, 21(1), 1-17. https://doi.org/10.4148/2470-6353.1259
  • Yin, R. K. (2016). Qualitative research from start to finish. The Guilford Press.
  • Yüksel, H. (2019). Türkçe dersinde kullanılan eğitsel dijital oyunların ders başarısı ve motivasyona etkisi [The effect of educational digital games used in Turkish course on course success and motivation] [Unpublished master’s thesis]. Zonguldak Bülent Ecevit University.
  • Yong, S. T., Gates, P., & Harrison, I. (2016). Digital games and learning mathematics: Student, teacher and parent perspectives. International Journal of Serious Games, 3(4), 55-68. http://dx.doi.org/10.17083/ijsg.v3i4.112
  • Zeybek, Z., Üstün, A., & Birol, A. (2018). The place of mathematical proofs in the middle grade mathematics textbooks. İlkogretim Online, 17(3), 1317-1335. https://doi.org/10.17051/ilkonline.2018.466349
Toplam 111 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Matematik Eğitimi
Bölüm Articles
Yazarlar

Duygu Arabacı 0000-0001-9972-3644

Oben Kanbolat 0000-0002-1910-6863

Şahin Danişman 0000-0003-4739-3625

Erken Görünüm Tarihi 23 Ekim 2023
Yayımlanma Tarihi 25 Ekim 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 7 Sayı: Special Issue 2 - Education and Psychology Research in the 100th Anniversary of the Republic

Kaynak Göster

APA Arabacı, D., Kanbolat, O., & Danişman, Ş. (2023). Examination of the Interactive Digital Mathematics Games According to NCTM Standards. Research on Education and Psychology, 7(Special Issue 2), 680-703. https://doi.org/10.54535/rep.1368371

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