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Pupils' Opinions on an Educational Virtual Reality Game in Terms of Flow Experience

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info:eu-repo/semantics/openAccess

Date

2019

Author

Akman, Emrah
Cakir, Recep

Metadata

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Abstract

The 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.

Source

INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING

Volume

14

Issue

15

URI

https://dx.doi.org/10.3991/ijet.v14i15.10576
https://hdl.handle.net/20.500.12450/801

Collections

  • WoS İndeksli Yayınlar Koleksiyonu [2182]



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