Abstract
The use of the game in lessons increases the student's interest and participation in the course of the child's life as it is a natural process and for this reason, the game has been used for many years in education. In this study, it is aimed to get the opinions of middle school 6th grade students in order to process the Countable / Uncountable subject with gamification approach. The study was conducted according to the case study which is a dimension of the qualitative research approach. Pre-test/post-test was applied to the students as a data collection tool. In addition, a student opinion questionnaire consisting of 4 open-ended questions was applied to get the students' opinions about the game. As a result of the research, it was seen that a course with “Eat Up” game had a very positive effect on the students and the students' readiness and motivation were high during all activities. In addition, it was found out from the pre-test and post-test results of the students that “Eat Up” game showed a positive increase both in student achievement and students' perspective on English lesson. Oyun cocugun yasaminin dogal bir parcasidir. Oyun deyince cocuk, cocuk deyince oyun akla gelir. Oyunun derslerde kullanilmasi, cocugun yasantisinin dogal bir sureci olmasindan dolayi ogrencinin derse ilgisi ve katilimini arttirmaktadir ve bu sebeple oyun egitimde de uzun yillardir kullanilmaktadir. Bu calismada Sayilabilenler / Sayilamayanlar konusunun oyunlastirma yaklasimi ile islenmesine yonelik ortaokul 6. sinif ogrenci dusuncelerinin alinmasi amaclanmistir. Arastirmanin sonucunda “Eat Up” oyunu ile islenen bir dersin ogrenciler uzerinde son derece olumlu etkileri oldugu, ogrencilerin yapilan tum etkinlikler boyunca hazirbulunusluklarinin ve motivasyonlarinin yuksek oldugu gorulmustur.Ayrica ogrencilerin ontest ve sontest sonuclarindan da “Eat Up” oyununun hem ogrenci basarisinda hem de ogrencilerin Ingilizce dersine olan bakis acilarinda olumlu yonde buyuk artis gosterdigi ortaya cikmistir. Article visualizations:
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