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dc.contributor.authorAkman, Emrah
dc.contributor.authorCakir, Recep
dc.date.accessioned2019-09-01T13:04:09Z
dc.date.available2019-09-01T13:04:09Z
dc.date.issued2019
dc.identifier.issn1863-0383
dc.identifier.urihttps://dx.doi.org/10.3991/ijet.v14i15.10576
dc.identifier.urihttps://hdl.handle.net/20.500.12450/801
dc.descriptionWOS: 000478104300010en_US
dc.description.abstractThe purpose of the study is; to evaluate a game developed by using virtual reality technology in the teaching of fractions which is one of the most difficult topics in the fourth-grade mathematics curriculum, according to the opinions of pupils. An educational virtual reality game (Kesfet Kurtul) was developed for the study. During the development of the game, the ideas of experts were utilized and flow theory was taken into account. The educational virtual reality game was developed in the light of the flow theory. The research was carried out in a school in Samsun with 4th grade pupils. The game was evaluated by the pupils in terms of overall evaluation, challenge-skills balance, concentration on the task, clear goals, sense of control, action-awareness merging, loss of self-consciousness, transformation of time, unambiguous feedback and autotelic experience. As a result, the educational virtual reality game Kesfet Kurtul is a digital learning environment that pupils enjoyed a lot. It has been determined that all tasks except the "radio" task, and in general the game itself, provide flow experience. It is proposed to redesign just one task of the game in terms of challenge-skills balance and clear goals. It's suggested that in experimental studies, different variables can be examined.en_US
dc.language.isoengen_US
dc.publisherKASSEL UNIV PRESS GMBHen_US
dc.relation.isversionof10.3991/ijet.v14i15.10576en_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectVirtual realityen_US
dc.subjectdigital educational gamesen_US
dc.subjectfractionsen_US
dc.subjectprimary school educationen_US
dc.subjecteducational technologyen_US
dc.titlePupils' Opinions on an Educational Virtual Reality Game in Terms of Flow Experienceen_US
dc.typearticleen_US
dc.relation.journalINTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNINGen_US
dc.identifier.volume14en_US
dc.identifier.issue15en_US
dc.identifier.startpage121en_US
dc.identifier.endpage137en_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.contributor.department-temp[Akman, Emrah] Amasya Univ, Primary Sch Educ, Amasya, Turkey -- [Cakir, Recep] Amasya Univ, Comp Educ & Instruct Technol Dept, Amasya, Turkeyen_US


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