Abstract

In this study, it is aimed to examine the opinions of class teachers about digital game-based teaching. The model of the research, which adopts the qualitative research approach, is the case study. Within the scope of the purpose of the study, opinions were obtained on a voluntary basis from the class teachers selected by the criterion sampling method, one of the purposeful sampling methods. The participants of the research are 30 class teachers working under the Ministry of National Education in the 2020-2021 academic year. A semi-structured interview form was used as a data collection tool. The collected data were analyzed by content analysis method. In line with the findings obtained, conclusions and recommendations have been given.

Highlights

  • Human beings have been continuing to produce and learn knowledge since the first ages

  • T9 expressed his views on this subject as follows: T9: “I use digital games, I can even give an example: I can say that I taught the multiplication table in math class with games

  • When the classes in which class teachers use digital games in their teaching activities are examined in Table 8, it is seen that the majority of teachers use digital games in Mathematics (f=23) and Turkish (f=15) lessons. 5 of the teachers stated that they use digital games in Primary Reading and Writing, 4 in Physical Education, 4 in Science, 1 in Life Sciences, 1 in Social Studies

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Summary

Introduction

Human beings have been continuing to produce and learn knowledge since the first ages. The intensive use of electronic media in the century which we live in has enabled the information to be stored both visually and auditorily (Özdemir, 2006). These developments paved the way for a transformation in games and toys. The first examples of modern games were developed by the USA in 1958 and 1962 These games inspired the arcade games that would later be released in 1971 and 1972. After the USA in terms of modern games, Japan joined the game market in 1978 and started to develop console games. With the penetration of the internet into almost every home and getting cheaper of technology, the digital game industry has started to grow rapidly. Factors in the rapid growth of the digital game industry is that increase in the use of smart phones and tablets, the ease of accessing digital games from these tools, and the widening of the age range of digital game users, the increase in demand, and the cheaper hardware costs can be counted (Güvenli İnternet Merkezi, 2019)

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