The Effect of Mangala, the Intelligence Game Taught by Distance Education, on the Mathematical Motivations and Problem-Solving Skill Levels of 6th-Grade Students

This study examines the effect of "Mangala" on the mathematical motivation and problem-solving skill levels (PSoSL) of 6th -grade students. A single-group pre-test-post-test quasi-experimental design based on the quantitative research approach was used in the study conducted through distan...

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Veröffentlicht in:Higher education studies 2022, Vol.12 (1), p.9
Hauptverfasser: Usta, Neslihan, Cagan, Büsra
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description This study examines the effect of "Mangala" on the mathematical motivation and problem-solving skill levels (PSoSL) of 6th -grade students. A single-group pre-test-post-test quasi-experimental design based on the quantitative research approach was used in the study conducted through distance education. The sample consisted of 14 6th -grade students. The data collection tools used in the study, which continued for three weeks in the 2020-2021 academic year, were the Mathematical Motivation Scale (MMS) and Performance Tasks (PT). The data obtained from this study were analyzed using the SPSS 22.0 package program. Since the sample size was small and the data did not show normal distribution, data analysis was carried out using the Wilcoxon Signed Rank Test, one of the non-parametric statistical tests. Data analysis showed a statistically significant difference between the pre and post-experiment MMS scores of the students. The effect of "Mangala" on students' PSoSL was evaluated through performance tasks. The Progressive Scoring Scale (PSS) taken from Baki (2014) was used to evaluate performance tasks. Researchers redefined each criterion in the scoring key and set four levels: "very good," "good," "unsatisfactory," and "empty." The analysis of the problems in the performance tasks showed that the students usually gave "very good" and "good" answers. However, some students had difficulties finding solution strategies and writing a similar problem; thus, they left blank answers.
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A single-group pre-test-post-test quasi-experimental design based on the quantitative research approach was used in the study conducted through distance education. The sample consisted of 14 6th -grade students. The data collection tools used in the study, which continued for three weeks in the 2020-2021 academic year, were the Mathematical Motivation Scale (MMS) and Performance Tasks (PT). The data obtained from this study were analyzed using the SPSS 22.0 package program. Since the sample size was small and the data did not show normal distribution, data analysis was carried out using the Wilcoxon Signed Rank Test, one of the non-parametric statistical tests. Data analysis showed a statistically significant difference between the pre and post-experiment MMS scores of the students. The effect of "Mangala" on students' PSoSL was evaluated through performance tasks. The Progressive Scoring Scale (PSS) taken from Baki (2014) was used to evaluate performance tasks. Researchers redefined each criterion in the scoring key and set four levels: "very good," "good," "unsatisfactory," and "empty." The analysis of the problems in the performance tasks showed that the students usually gave "very good" and "good" answers. 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subjects COVID-19
Distance Education
Educational Technology
Foreign Countries
Game Based Learning
Grade 6
Instructional Effectiveness
Mathematics Instruction
Mathematics Skills
Pandemics
Problem Solving
School Closing
Student Motivation
Technology Uses in Education
title The Effect of Mangala, the Intelligence Game Taught by Distance Education, on the Mathematical Motivations and Problem-Solving Skill Levels of 6th-Grade Students
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