Abstract

In this research, it is aimed to evaluate the effectiveness of digital game design and escape room training given to teachers working with gifted students in Science and Art Centers within the scope of 4005 Science and Society Innovative Education Practices Program supported by The Scientific and Technological Research Council of Turkey (TÜBİTAK) on their technology acceptance, use of digital games, and digital game development self-efficacy. In this context, a single group pre-test post-test model was used in the study carried out with the experimental design. The sample group was determined according to criterion sampling, one of the purposeful sampling techniques. 30 teachers working in different disciplines in six Science and Art Centers in İzmir were included in the study. Within the scope of the research, six-day trainings were given to the teachers by eight field experts. As data collection tools, "knowledge and awareness test on the use of technology in education and digital games", "technology acceptance scale for teachers", "digital educational game development self-efficacy scale" and "the scale of benefiting from digital games in education" were used. Whether there is a significant difference between the mean scores was tested with the dependent samples t test when the normality assumption was met, and with the Wilcoxon signed ranks test when it was not. As a result of the analysis, it was determined that there was a significant difference between the use of digital games, technology acceptance, digital game development self-efficacy and achievement test scores, and these differences were in favor of the post-tests. In addition, according to the scores obtained from the scales, it was determined that there was no significant difference in terms of the gender of the teachers and the education was effective for both genders.

Highlights

  • The acceleration of globalization and the advancements of information and communication technologies have increased the importance of information, access to information, production based on information and using information in business processes (Erten, 2019)

  • It is aimed to evaluate the effectiveness of digital game design and escape room training given to teachers working with gifted students in Science and Art Centers within the scope of 4005 Science and Society Innovative Education Practices Program supported by The Scientific and Technological Research Council of Turkey (TÜBİTAK) on their technology acceptance, use of digital games, and digital game development self-efficacy

  • This study aims to evaluate the effectiveness of digital game design and escape rooms training provided by a TUBITAK project supported by 4005 Science and Society Innovative Educational Applications to teachers working with special talented students in Science and Art Centers on their technology acceptance, use of digital games, and digital game development

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Summary

Introduction

The acceleration of globalization and the advancements of information and communication technologies have increased the importance of information, access to information, production based on information and using information in business processes (Erten, 2019). According to the World Economic Forum's Future of Jobs Report, fifty percent of all workers will need to acquire new skills by 2025. Received 30 Oct 2021; Revised 18 Dec 2021; Accepted 22 Dec 2021 ISSN: 2618-6586.

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