Digital Game Preparation Experiences of Pre-service Mathematics Teachers’

Author:

ALDEMİR ENGİN Ruhşen1

Affiliation:

1. KAFKAS ÜNİVERSİTESİ

Abstract

The aim of this research is to examine the opinions of secondary pre-service mathematics teachers by giving them an experience of designing digital games and to evaluate the games they create. Qualitative case study was used in the research. Participants are 39 secondary pre-service mathematics teachers who were studying in the second year of a state university. The data were obtained from a semi-structured interview form consisting of seven questions and digital games designed by the participants. Content analysis was used in data analysis. As a result of the research, it was determined that the pre-service teachers liked being able to draw, design and play their own game, and they had problems because the colors were not perceived correctly. The ease of use of the touch screen is expressed as an advantage, and the undesirable result when accidentally touching the screen is expressed as a disadvantage. While the game was being prepared, the participants aimed to learn by having fun, to be memorable and to simplify the subject. They stated that it is an advantage to be used in mathematics education and to be memorable, while game addiction and going out of the game's purpose are a disadvantage. It has been observed that the designed games are mostly related to the secondary school level, the red and black elements are used extensively, and the games of destruction are generally designed. In addition, the time required to complete the games and the aims of the games are also included.

Publisher

Ordu University

Subject

General Medicine

Reference67 articles.

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