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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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. However, some students had difficulties finding solution strategies and writing a similar problem; thus, they left blank answers.</description><identifier>ISSN: 1925-4741</identifier><language>eng</language><publisher>Canadian Center of Science and Education Canada</publisher><subject>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</subject><ispartof>Higher education studies, 2022, Vol.12 (1), p.9</ispartof><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>230,314,690,780,784,885,4024</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1335205$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>Usta, Neslihan</creatorcontrib><creatorcontrib>Cagan, Büsra</creatorcontrib><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</title><title>Higher education studies</title><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.</description><subject>COVID-19</subject><subject>Distance Education</subject><subject>Educational Technology</subject><subject>Foreign Countries</subject><subject>Game Based Learning</subject><subject>Grade 6</subject><subject>Instructional Effectiveness</subject><subject>Mathematics Instruction</subject><subject>Mathematics Skills</subject><subject>Pandemics</subject><subject>Problem Solving</subject><subject>School Closing</subject><subject>Student Motivation</subject><subject>Technology Uses in Education</subject><issn>1925-4741</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2022</creationdate><recordtype>article</recordtype><sourceid>GA5</sourceid><recordid>eNqFjtFqwkAURPfBQqX1E4T7AQaMMVqfbWpbGhCSd7lubpJtb3bL7k3Az-mfNkrfOw8zcIaBmahpvFul0Xq7ju_VLITP5ah0-7RLNlP1U7YEWV2TFnA15GgbZFyAjPjNCjGbhqwmOGBHUGLftALnCzybIHjlWdVrFOPsApy9zXIcvRuZRobciRlufQC0FRy9OzN1UeF4MLaB4sswwwcNxOF6YCNtdPBYERTSV2QlPKq7GjnQ7C8f1PwlK_evEXmjT9_edOgvp-w9TpJ0tUyT__pfn_tWmA</recordid><startdate>2022</startdate><enddate>2022</enddate><creator>Usta, Neslihan</creator><creator>Cagan, Büsra</creator><general>Canadian Center of Science and Education Canada</general><scope>ERI</scope><scope>GA5</scope></search><sort><creationdate>2022</creationdate><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</title><author>Usta, Neslihan ; Cagan, Büsra</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-eric_primary_EJ13352053</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2022</creationdate><topic>COVID-19</topic><topic>Distance Education</topic><topic>Educational Technology</topic><topic>Foreign Countries</topic><topic>Game Based Learning</topic><topic>Grade 6</topic><topic>Instructional Effectiveness</topic><topic>Mathematics Instruction</topic><topic>Mathematics Skills</topic><topic>Pandemics</topic><topic>Problem Solving</topic><topic>School Closing</topic><topic>Student Motivation</topic><topic>Technology Uses in Education</topic><toplevel>online_resources</toplevel><creatorcontrib>Usta, Neslihan</creatorcontrib><creatorcontrib>Cagan, Büsra</creatorcontrib><collection>ERIC</collection><collection>ERIC - Full Text Only (Discovery)</collection><jtitle>Higher education studies</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Usta, Neslihan</au><au>Cagan, Büsra</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1335205</ericid><atitle>The Effect of Mangala, the Intelligence Game Taught by Distance Education, on the Mathematical Motivations and Problem-Solving Skill Levels of 6th-Grade Students</atitle><jtitle>Higher education studies</jtitle><date>2022</date><risdate>2022</risdate><volume>12</volume><issue>1</issue><spage>9</spage><pages>9-</pages><issn>1925-4741</issn><abstract>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.</abstract><pub>Canadian Center of Science and Education Canada</pub><tpages>17</tpages><oa>free_for_read</oa></addata></record> |
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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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