The Effect of Gamification on Students' Computational Thinking Skills and Motivation in Text-Based Programming Teaching
Abstract
Bu araştırmanın amacı metin tabanlı programlama öğretiminde oyunlaştırma tasarımıyla ders işlenmesinin öğrencilerin bilgi işlemsel düşünme becerilerine ve motivasyonlarına etkilerinin incelenmesidir. Çalışmada eşit gruplar ön-test son-test kontrol gruplu yarı deneysel desen kullanılmıştır. Araştırmanın çalışma grubunu Ağrı ili Doğubayazıt ilçesinde yer alan bir proje okulunda okuyan ve Bilgisayar Bilimi dersi alan 10. Sınıf seviyesindeki 6 şubeden ön test puanlarına göre benzer seçilen 2 şubenin öğrencileri oluşturmaktadır. Deney grubunda 34, kontrol grubunda 30 kişinin katılımıyla çalışma gerçekleştirilmiştir. Metin programlama dili olarak Bilgisayar Bilimi dersi kapsamında Python programlama dili kullanılmıştır. Kontrol grubunda anlatım, gösterip yaptırma, soru-cevap yöntemleri kullanılırken deney grubunda bunlara ek olarak ders etkinlikleri oyunlaştırmayla tasarlanmıştır. Uygulama süreci 8 hafta sürmüştür. Veri toplama aracı olarak Bilgi İşlemsel Düşünme Becerileri Ölçeği ve Motivasyon Ölçeği kullanılmıştır. Araştırmada elde edilen bulgular betimsel istatistikler, ilişkisiz ve ilişkili örneklemler için t-testleri kullanılarak analizler gerçekleştirilmiştir. İnceleme sonucunda deney ve kontrol gruplarında bilgi işlemsel düşünme becerilerinin ve motivasyonlarının anlamlı bir şekilde farklılaştığı, bu farklılığın deney grubunun lehine olduğu tespit edilmiştir. Hem kontrol hem deney grubunda bilgi işlemsel düşünme becerileri ve motivasyonları, cinsiyet ve deneyim değişkenlerine göre anlamlı farklılık görülmemiştir.
The aim of this study is to investigate the effects of teaching text-based programming with gamification design on students' computational thinking skills and motivation. In the study, a quasi-experimental design with equal groups pre-test post-test control group was used. The study group of the research consisted of the students of 2 branches selected similarly according to the pre-test scores from 6 branches at the 10th grade level studying in a project school located in Doğubayazıt district of Ağrı province and taking Computer Science course. The study was conducted with the participation of 34 students in the experimental group and 30 students in the control group. Python programming language was used as the text programming language within the scope of Computer Science course. While lecture, demonstration, question-answer methods were used in the control group, in the experimental group, in addition to these, course activities were designed with gamification. The implementation process lasted 7 weeks. Computational Thinking Skills Scale and Motivation Scale were used as data collection tools. The findings obtained in the study were analysed using descriptive statistics and t-tests for unrelated and related samples. As a result of the analysis, it was determined that the computational thinking skills and motivation of the experimental and control groups differed significantly and this difference was in favour of the experimental group. There was no significant difference in both control and experimental groups in terms of computational thinking skills and motivations, gender and experience variables.
The aim of this study is to investigate the effects of teaching text-based programming with gamification design on students' computational thinking skills and motivation. In the study, a quasi-experimental design with equal groups pre-test post-test control group was used. The study group of the research consisted of the students of 2 branches selected similarly according to the pre-test scores from 6 branches at the 10th grade level studying in a project school located in Doğubayazıt district of Ağrı province and taking Computer Science course. The study was conducted with the participation of 34 students in the experimental group and 30 students in the control group. Python programming language was used as the text programming language within the scope of Computer Science course. While lecture, demonstration, question-answer methods were used in the control group, in the experimental group, in addition to these, course activities were designed with gamification. The implementation process lasted 7 weeks. Computational Thinking Skills Scale and Motivation Scale were used as data collection tools. The findings obtained in the study were analysed using descriptive statistics and t-tests for unrelated and related samples. As a result of the analysis, it was determined that the computational thinking skills and motivation of the experimental and control groups differed significantly and this difference was in favour of the experimental group. There was no significant difference in both control and experimental groups in terms of computational thinking skills and motivations, gender and experience variables.
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Keywords
Eğitim ve Öğretim, Education and Training
Turkish CoHE Thesis Center URL
WoS Q
Scopus Q
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99