Analysis of the effect of educational games on primary school students' audacity level
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Game; reflects the audacity level and inner world of child more realisticly. Thus it becomes possible to observe the real personality of child with its mistakes, weaknesses, inventions, abilities and tendencies. Our intention in this research is to investigate the effect of educational games on the audacity level of students studying at the primary schools. Research group is consisted of 50 male, 42 female total 92 students studying at 6 th, 7 th and 8 th grades of Piri Reis Primary School. Firstly the existing data about the aim of examination is given systematicly by researching the relavent literature. Thus a theoric frame is created about the subject. Secondly the children are made to play 2 educatinal games at the beginning and the end of the gym classes for 8 weeks in order to reach the aim of research. The qualities of the games are power, speed and flexibility. Rathus Audacity Inventory, developed by Rathus and translated to Turkish by Voltan (1998), is used at the beginning and end of the period covering 8 weeks time. In the analysis and interpetation and of data; pre-test, results of last test, test of Wilcoxon, t test, test of Anova; and to measure the difference between the groups Tukey test is used and significance P<0,05 is taken. SPSS (Statistical package for social sciences) package program is used to evaluate and find the rated values and (Cronbach Alpha) 0.92 is found. As a result it is seen that educational games are effective on the development of audacity level of children studying at primary schools, in addition it is seen that there is an increase on the audacity level of 6 th and 8 th grade students compared to 7 th grade; boys' compared to girls' after educational games. (C) 2009 Elsevier Ltd. All rights reserved
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WOS:000275580400187












