Summary


MATEMATİK EĞİTİMİNDE DİJİTAL OYUNLAŞTIRMA ETKİNLİKLERİ KULLANIMININ ORTAOKUL ÖĞRENCİLERİNİN AKADEMİK BAŞARILARINA VE TUTUMLARINA ETKİSİ

The main aim of this study is to examine the impact of gamification activities conducted through the Wordwall.net platform on student achievement and attitudes in middle school mathematics classes. A pre-test post-test control group quasi-experimental research design was employed to achieve this goal. The experimental and control groups were randomly selected from two different fifth-grade classes taught by the same teacher. The experimental group consisted of 16 students, while the control group consisted of 14 students. In the experimental group, activities containing relevant math concepts were implemented through the Wordwall.net platform, while the control group continued with regular math lessons following the Ministry of National Education (MEB) curriculum. Data was collected using an academic achievement test and a mathematics attitude scale. According to the results obtained from the four-week experimental application, gamification activities significantly contributed to students' academic achievement and attitudes towards mathematics. However, there was no significant difference between the experimental and control groups regarding the sub-dimensions of the mathematics attitude scale, including interest, anxiety, effort, and necessity. The research findings indicate that digital gamification tools like Wordwall.net have the potential to enhance academic achievement and attitudes among middle school students. The benefits of such gamification tools outweigh their disadvantages. These gamification tools can increase student engagement and enhance their learning experiences. Additionally, they can improve students' attitudes towards learning, cater to different abilities and needs, and prepare students for the digital world. Therefore, educators using such digital gamification tools effectively in mathematics classes can make the learning experience more positive and impactful for students. However, further research is needed to confirm these results with larger student groups and across different subject matters. It is also essential to conduct further studies to better understand the limitations of digital gamification in education.



Keywords

Digital gamification activities, Achievement, Attitude towards mathematics.



References