A comparative analysis of the effect of physical activity games and digital games on 9th grade students’ achievement in physics
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students’ achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different gr...
Gespeichert in:
Veröffentlicht in: | Education and information technologies 2021, Vol.26 (1), p.543-563 |
---|---|
Hauptverfasser: | , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 563 |
---|---|
container_issue | 1 |
container_start_page | 543 |
container_title | Education and information technologies |
container_volume | 26 |
creator | Yıldırım, Zehra Baran, Medine |
description | The present study examined the influence of the method of physical activity games and digital games on 9th-grade students’ achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental group included 27 students who were taught using the method of Physical Activity Games. The 2nd experimental group included 28 students who were taught using Digital Games. As for the third group, the control group, 28 students were selected. Concept Achievement Test with 30 items and Open-Ended Questions Exam with 11 items were used as the data collection tools. The findings revealed that instructions utilizing digital games and physical activity games contributed positively to the students’ academic achievements. Whether it is a digital game or a physical activity game, it was seen that the students in any experimental groups entertained while learning due to either game-based method of teaching that, they eliminated their bias regarding physics lessons and that they did not feel afraid of physics any longer. Consequently, these methods allowed the students to concentrate on the concepts. |
doi_str_mv | 10.1007/s10639-020-10280-7 |
format | Article |
fullrecord | <record><control><sourceid>gale_proqu</sourceid><recordid>TN_cdi_proquest_journals_2477822117</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><galeid>A713712528</galeid><ericid>EJ1280773</ericid><sourcerecordid>A713712528</sourcerecordid><originalsourceid>FETCH-LOGICAL-c408t-a844b26127dd6832ea4478c84826c0dc90e9869c44375b554c4cea1a2a5223603</originalsourceid><addsrcrecordid>eNp9Uc2KFDEQbkTBdfUFBCHguddKJd1JH4dl_WPBi55Dbbq6J8t095hkFuamj-Hr-SRm7MVFEMkhqe-nyMdXVS8lXEgA8yZJaFVXA0ItAS3U5lF1JhujatOCfVzeqoUaVWOeVs9SugWAzmg8q75vhF-mPUXK4Y4FzbQ7ppDEMoi8ZcHDwD6fpv224J52gnxRhnwUI02ciqMXfRhDLtSKLLPo8laMkXoWKR96nnP6-e1HcW4D3_FUZhHm-43pefVkoF3iF_f3efXl7dXny_f19ad3Hy4317XXYHNNVusbbCWavm-tQiatjfVWW2w99L4D7mzbea2VaW6aRnvtmSQhNYglvDqvXq9793H5euCU3e1yiCVvcqiNsYhSmgfVSDt2YR6WHMlPIXm3MVIZiQ3aorr4h6qcnqfgl5mHUPC_DLgafFxSijy4fQwTxaOT4E4NurVBVxp0vxt0p7-8Wk0cg_9juPooC22MKrxa-VS4eeT4kOg_W38B0sOnYA</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2477822117</pqid></control><display><type>article</type><title>A comparative analysis of the effect of physical activity games and digital games on 9th grade students’ achievement in physics</title><source>SpringerLink Journals</source><creator>Yıldırım, Zehra ; Baran, Medine</creator><creatorcontrib>Yıldırım, Zehra ; Baran, Medine</creatorcontrib><description>The present study examined the influence of the method of physical activity games and digital games on 9th-grade students’ achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental group included 27 students who were taught using the method of Physical Activity Games. The 2nd experimental group included 28 students who were taught using Digital Games. As for the third group, the control group, 28 students were selected. Concept Achievement Test with 30 items and Open-Ended Questions Exam with 11 items were used as the data collection tools. The findings revealed that instructions utilizing digital games and physical activity games contributed positively to the students’ academic achievements. Whether it is a digital game or a physical activity game, it was seen that the students in any experimental groups entertained while learning due to either game-based method of teaching that, they eliminated their bias regarding physics lessons and that they did not feel afraid of physics any longer. Consequently, these methods allowed the students to concentrate on the concepts.</description><identifier>ISSN: 1360-2357</identifier><identifier>EISSN: 1573-7608</identifier><identifier>DOI: 10.1007/s10639-020-10280-7</identifier><language>eng</language><publisher>New York: Springer US</publisher><subject>Academic Achievement ; Achievement tests ; Analysis ; Comparative Analysis ; Computer Appl. in Social and Behavioral Sciences ; Computer Science ; Computers and Education ; Control Groups ; Education ; Educational Technology ; Exercise ; Experimental Groups ; Game Based Learning ; Games ; Grade 9 ; High School Students ; Information Systems Applications (incl.Internet) ; Instructional Effectiveness ; Physical Activities ; Physical fitness ; Physics ; Public Schools ; Research Design ; Science Instruction ; Secondary School Science ; Secondary Schools ; Student Attitudes ; Students ; Teaching Methods ; Technology Uses in Education ; User Interfaces and Human Computer Interaction ; Video Games</subject><ispartof>Education and information technologies, 2021, Vol.26 (1), p.543-563</ispartof><rights>Springer Science+Business Media, LLC, part of Springer Nature 2020</rights><rights>COPYRIGHT 2021 Springer</rights><rights>Springer Science+Business Media, LLC, part of Springer Nature 2020.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c408t-a844b26127dd6832ea4478c84826c0dc90e9869c44375b554c4cea1a2a5223603</citedby><cites>FETCH-LOGICAL-c408t-a844b26127dd6832ea4478c84826c0dc90e9869c44375b554c4cea1a2a5223603</cites><orcidid>0000-0001-5813-6494</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://link.springer.com/content/pdf/10.1007/s10639-020-10280-7$$EPDF$$P50$$Gspringer$$H</linktopdf><linktohtml>$$Uhttps://link.springer.com/10.1007/s10639-020-10280-7$$EHTML$$P50$$Gspringer$$H</linktohtml><link.rule.ids>314,776,780,27901,27902,41464,42533,51294</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1280773$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>Yıldırım, Zehra</creatorcontrib><creatorcontrib>Baran, Medine</creatorcontrib><title>A comparative analysis of the effect of physical activity games and digital games on 9th grade students’ achievement in physics</title><title>Education and information technologies</title><addtitle>Educ Inf Technol</addtitle><description>The present study examined the influence of the method of physical activity games and digital games on 9th-grade students’ achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental group included 27 students who were taught using the method of Physical Activity Games. The 2nd experimental group included 28 students who were taught using Digital Games. As for the third group, the control group, 28 students were selected. Concept Achievement Test with 30 items and Open-Ended Questions Exam with 11 items were used as the data collection tools. The findings revealed that instructions utilizing digital games and physical activity games contributed positively to the students’ academic achievements. Whether it is a digital game or a physical activity game, it was seen that the students in any experimental groups entertained while learning due to either game-based method of teaching that, they eliminated their bias regarding physics lessons and that they did not feel afraid of physics any longer. Consequently, these methods allowed the students to concentrate on the concepts.</description><subject>Academic Achievement</subject><subject>Achievement tests</subject><subject>Analysis</subject><subject>Comparative Analysis</subject><subject>Computer Appl. in Social and Behavioral Sciences</subject><subject>Computer Science</subject><subject>Computers and Education</subject><subject>Control Groups</subject><subject>Education</subject><subject>Educational Technology</subject><subject>Exercise</subject><subject>Experimental Groups</subject><subject>Game Based Learning</subject><subject>Games</subject><subject>Grade 9</subject><subject>High School Students</subject><subject>Information Systems Applications (incl.Internet)</subject><subject>Instructional Effectiveness</subject><subject>Physical Activities</subject><subject>Physical fitness</subject><subject>Physics</subject><subject>Public Schools</subject><subject>Research Design</subject><subject>Science Instruction</subject><subject>Secondary School Science</subject><subject>Secondary Schools</subject><subject>Student Attitudes</subject><subject>Students</subject><subject>Teaching Methods</subject><subject>Technology Uses in Education</subject><subject>User Interfaces and Human Computer Interaction</subject><subject>Video Games</subject><issn>1360-2357</issn><issn>1573-7608</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><sourceid>8G5</sourceid><sourceid>BENPR</sourceid><sourceid>GUQSH</sourceid><sourceid>M2O</sourceid><recordid>eNp9Uc2KFDEQbkTBdfUFBCHguddKJd1JH4dl_WPBi55Dbbq6J8t095hkFuamj-Hr-SRm7MVFEMkhqe-nyMdXVS8lXEgA8yZJaFVXA0ItAS3U5lF1JhujatOCfVzeqoUaVWOeVs9SugWAzmg8q75vhF-mPUXK4Y4FzbQ7ppDEMoi8ZcHDwD6fpv224J52gnxRhnwUI02ciqMXfRhDLtSKLLPo8laMkXoWKR96nnP6-e1HcW4D3_FUZhHm-43pefVkoF3iF_f3efXl7dXny_f19ad3Hy4317XXYHNNVusbbCWavm-tQiatjfVWW2w99L4D7mzbea2VaW6aRnvtmSQhNYglvDqvXq9793H5euCU3e1yiCVvcqiNsYhSmgfVSDt2YR6WHMlPIXm3MVIZiQ3aorr4h6qcnqfgl5mHUPC_DLgafFxSijy4fQwTxaOT4E4NurVBVxp0vxt0p7-8Wk0cg_9juPooC22MKrxa-VS4eeT4kOg_W38B0sOnYA</recordid><startdate>2021</startdate><enddate>2021</enddate><creator>Yıldırım, Zehra</creator><creator>Baran, Medine</creator><general>Springer US</general><general>Springer</general><general>Springer Nature B.V</general><scope>7SW</scope><scope>BJH</scope><scope>BNH</scope><scope>BNI</scope><scope>BNJ</scope><scope>BNO</scope><scope>ERI</scope><scope>PET</scope><scope>REK</scope><scope>WWN</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>0-V</scope><scope>3V.</scope><scope>7XB</scope><scope>88B</scope><scope>8FK</scope><scope>8G5</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ALSLI</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>CJNVE</scope><scope>DWQXO</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>M0P</scope><scope>M2O</scope><scope>MBDVC</scope><scope>PQEDU</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>Q9U</scope><orcidid>https://orcid.org/0000-0001-5813-6494</orcidid></search><sort><creationdate>2021</creationdate><title>A comparative analysis of the effect of physical activity games and digital games on 9th grade students’ achievement in physics</title><author>Yıldırım, Zehra ; Baran, Medine</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c408t-a844b26127dd6832ea4478c84826c0dc90e9869c44375b554c4cea1a2a5223603</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2021</creationdate><topic>Academic Achievement</topic><topic>Achievement tests</topic><topic>Analysis</topic><topic>Comparative Analysis</topic><topic>Computer Appl. in Social and Behavioral Sciences</topic><topic>Computer Science</topic><topic>Computers and Education</topic><topic>Control Groups</topic><topic>Education</topic><topic>Educational Technology</topic><topic>Exercise</topic><topic>Experimental Groups</topic><topic>Game Based Learning</topic><topic>Games</topic><topic>Grade 9</topic><topic>High School Students</topic><topic>Information Systems Applications (incl.Internet)</topic><topic>Instructional Effectiveness</topic><topic>Physical Activities</topic><topic>Physical fitness</topic><topic>Physics</topic><topic>Public Schools</topic><topic>Research Design</topic><topic>Science Instruction</topic><topic>Secondary School Science</topic><topic>Secondary Schools</topic><topic>Student Attitudes</topic><topic>Students</topic><topic>Teaching Methods</topic><topic>Technology Uses in Education</topic><topic>User Interfaces and Human Computer Interaction</topic><topic>Video Games</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Yıldırım, Zehra</creatorcontrib><creatorcontrib>Baran, Medine</creatorcontrib><collection>ERIC</collection><collection>ERIC (Ovid)</collection><collection>ERIC</collection><collection>ERIC</collection><collection>ERIC (Legacy Platform)</collection><collection>ERIC( SilverPlatter )</collection><collection>ERIC</collection><collection>ERIC PlusText (Legacy Platform)</collection><collection>Education Resources Information Center (ERIC)</collection><collection>ERIC</collection><collection>CrossRef</collection><collection>ProQuest Social Sciences Premium Collection</collection><collection>ProQuest Central (Corporate)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Education Database (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>Research Library (Alumni Edition)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Social Science Premium Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>ProQuest One Community College</collection><collection>Education Collection</collection><collection>ProQuest Central Korea</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>Education Database</collection><collection>Research Library</collection><collection>Research Library (Corporate)</collection><collection>ProQuest One Education</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>ProQuest Central Basic</collection><jtitle>Education and information technologies</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Yıldırım, Zehra</au><au>Baran, Medine</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1280773</ericid><atitle>A comparative analysis of the effect of physical activity games and digital games on 9th grade students’ achievement in physics</atitle><jtitle>Education and information technologies</jtitle><stitle>Educ Inf Technol</stitle><date>2021</date><risdate>2021</risdate><volume>26</volume><issue>1</issue><spage>543</spage><epage>563</epage><pages>543-563</pages><issn>1360-2357</issn><eissn>1573-7608</eissn><abstract>The present study examined the influence of the method of physical activity games and digital games on 9th-grade students’ achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental group included 27 students who were taught using the method of Physical Activity Games. The 2nd experimental group included 28 students who were taught using Digital Games. As for the third group, the control group, 28 students were selected. Concept Achievement Test with 30 items and Open-Ended Questions Exam with 11 items were used as the data collection tools. The findings revealed that instructions utilizing digital games and physical activity games contributed positively to the students’ academic achievements. Whether it is a digital game or a physical activity game, it was seen that the students in any experimental groups entertained while learning due to either game-based method of teaching that, they eliminated their bias regarding physics lessons and that they did not feel afraid of physics any longer. Consequently, these methods allowed the students to concentrate on the concepts.</abstract><cop>New York</cop><pub>Springer US</pub><doi>10.1007/s10639-020-10280-7</doi><tpages>21</tpages><orcidid>https://orcid.org/0000-0001-5813-6494</orcidid></addata></record> |
fulltext | fulltext |
identifier | ISSN: 1360-2357 |
ispartof | Education and information technologies, 2021, Vol.26 (1), p.543-563 |
issn | 1360-2357 1573-7608 |
language | eng |
recordid | cdi_proquest_journals_2477822117 |
source | SpringerLink Journals |
subjects | Academic Achievement Achievement tests Analysis Comparative Analysis Computer Appl. in Social and Behavioral Sciences Computer Science Computers and Education Control Groups Education Educational Technology Exercise Experimental Groups Game Based Learning Games Grade 9 High School Students Information Systems Applications (incl.Internet) Instructional Effectiveness Physical Activities Physical fitness Physics Public Schools Research Design Science Instruction Secondary School Science Secondary Schools Student Attitudes Students Teaching Methods Technology Uses in Education User Interfaces and Human Computer Interaction Video Games |
title | A comparative analysis of the effect of physical activity games and digital games on 9th grade students’ achievement in physics |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-02-02T14%3A42%3A26IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-gale_proqu&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=A%20comparative%20analysis%20of%20the%20effect%20of%20physical%20activity%20games%20and%20digital%20games%20on%209th%20grade%20students%E2%80%99%20achievement%20in%20physics&rft.jtitle=Education%20and%20information%20technologies&rft.au=Y%C4%B1ld%C4%B1r%C4%B1m,%20Zehra&rft.date=2021&rft.volume=26&rft.issue=1&rft.spage=543&rft.epage=563&rft.pages=543-563&rft.issn=1360-2357&rft.eissn=1573-7608&rft_id=info:doi/10.1007/s10639-020-10280-7&rft_dat=%3Cgale_proqu%3EA713712528%3C/gale_proqu%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2477822117&rft_id=info:pmid/&rft_galeid=A713712528&rft_ericid=EJ1280773&rfr_iscdi=true |