Thesis Type: Postgraduate
Institution Of The Thesis: Bursa Uludağ University, EĞİTİM BİLİMLERİ ENSTİTÜSÜ, Computer and Instructional Technology, Turkey
Approval Date: 2019
Thesis Language: Turkish
Student: MAHMUT ZENGİN
Supervisor: Nuray Yılmaz
Open Archive Collection: AVESIS Open Access Collection
Abstract:The aim of this study is to examine the effects of educational computer games on students' success and attitudes in English vocabulary teaching. In the research, the real trial model with pre-test-posttest control group was used. The application of the study was carried out with the first class students of Kardeşler Cumhuriyet Secondary School and Gülhane Secondary School in Ankara Keçiören district. The study group consisted of 171 students in the experimental group and 171 students in the control group. Five different games have been developed for use in research, including selection-matching-space-filling game, memory game, word capture game, puzzle and millionaire game. Each of the games outside the Millionaire game has three games in itself. These games used in the research were prepared using Adobe Captivate 9.0 program. In the experimental group, teaching was done with educational computer games. In the control group, the teaching was conducted according to the traditional method according to the current program. Data were collected by using the academic achievement test and attitude scale before and after the application. One month after the application, the follow-up test was used to determine the persistence of the learners. Quantitative data analysis methods were used to analyze the data. Quantitative data methods; T-Test for independent samples, t-Test for dependent samples, Mann-Whitney U test and Wilcoxon signed rank test were used. As a result of the research, it was found that the students who teach vocabulary with educational computer games were more successful than the students who taught vocabulary according to the current program. The difference is small as the effect size. The effect of vocabulary teaching with educational computer games on the success was examined according to gender and it was determined that there was no difference in the success of female and male students. In the follow-up test one month later, there was a decrease in the academic achievement scores of the experimental group and the control group students. However, this decrease was higher in the control group. Educational computer games and the words taught in the group has been more permanent. The difference is small as the effect size. There was no significant difference in the attitudes of the students in both the experimental and control groups towards the English course, and there was no change in the attitudes of the students in both groups towards the English course.