Fen eğitiminde kullanılan eğitsel oyunların girişimcilik becerileri üzerine etkilerinin incelenmesi
[ X ]
Tarih
2022
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
Kırıkkale Üniversitesi
Erişim Hakkı
info:eu-repo/semantics/openAccess
Özet
Bu çalışmada fen eğitiminde kullanılan eğitsel oyunların girişimcilik becerileri üzerine etkilerinin incelenmesi amaçlanmaktadır. Araştırma; 21. yüzyıl becerilerinden biri olan girişimcilik becerisinin geliştirilmesi, eğitsel oyun tekniğinin girişimcilik üzerine etkisinin belirlenmesi açısından önemlidir. Çalışmamızda bağımsız değişkenimiz eğitsel oyunlarla desteklenmiş fen öğretimi iken bağımlı değişken ise girişimcilik becerisi olarak belirlenmiştir. Çalışma araştırma modellerinden nitel yöntem ve nicel yöntemin beraber kullanıldığı karma yöntemle yapılmıştır. Çalışmada karma yöntemde kullanılan "sıralı açıklayıcı karma desen" kullanılmıştır. Araştırmanın örneklemi; nicel kısımda "basit tesadüfî örnekleme" ile nitel kısımda ise "uygun örnekleme" yöntemi ile belirlenmiştir. Çalışmanın araştırma grubunu, Türkiye'nin İç Anadolu Bölgesinde bulunan Millî Eğitim Bakanlığına bağlı bir ilköğretim okulunda 6A (deney:18 kişi) ve 6B (kontrol:19) sınıflarında öğrenim gören toplam 37 öğrenci oluşturmaktadır. Çalışmanın nicel verilerini elde etmek için Çelik, Bacanak, Çakır (2015) tarafından hazırlanan "Fen Laboratuvarı Girişimcilik Ölçeği" ön test ve son test olarak yedi hafta arayla uygulanmıştır, araştırmanın nitel verilerini elde etmek için "Eğitsel Oyunların Girişimcilik Becerisine Etkisine Yönelik Öğrenci Görüşleri Formu" çalışma sonunda deney grubuna uygulanmıştır. Çalışmanın nicel verileri SPSS 21 (Social Sciences Statistical Package) istatistik programıyla analiz edilmiş olup, nitel veriler içerik analizi tekniği ile analiz edilmiştir. Çalışmanın nicel bulgularına göre eğitsel oyunlarla desteklenmiş fen öğretiminin öğrencilerin girişimcilik becerisini, deney grubu lehine anlamlı derecede artırdığı sonucuna ulaşılmıştır. Çalışmanın nitel bulgularında ise öğrenci görüşlerine bakılarak okul içi, okul dışı ve dijital ortamda kullanılan eğitsel oyunların öğrencilerin girişimcilik becerilerine olumlu katkısının olduğu ortaya konulmuştur. Çalışma sonuçları ışığında öğretmenlerin, farklı ünite ve sınıf seviyelerinde girişimcilik becerisini geliştirmeye yönelik eğitsel oyunlar hazırlayarak çalışmalar yapması, öğretim sürecinde eğitsel oyun ve etkinliklere daha fazla yer vermeleri önerilebilir.
In this study, it is aimed to examine the effects of educational games used in science education on entrepreneurship skills. The research is important in terms of developing entrepreneurship skills, which is one of the 21st century skills, and determining the effect of educational game technique on entrepreneurship. In our study, our independent variable was science teaching supported by educational games, while the dependent variable was entrepreneurship skills. The study was conducted with a mixed method in which qualitative method and quantitative method are used together, which is one of the research models. In the study, the "sequential explanatory mixed pattern" used in the mixed method was used. The sample of the research was determined by "simple random sampling" in the quantitative part and "appropriate sampling" method in the qualitative part. The research group of the study consists of a total of 37 students studying in grades 6A (experiment: 18 people) and 6B (control: 19) in a primary school affiliated to the Ministry of National Education located in the Central Anatolia Region of Turkey. In order to obtain the quantitative data of the study, the "Science Laboratory Entrepreneurship Scale" prepared by Çelik, Bacanak, Çakır (2015) was applied to experimental group as a pre-test and post-test at the end of study with an interval of seven weeks. In order to obtain the qualitative data of the research, the "Student Opinions Form on the Effect of Educational Games on Entrepreneurial Skills" was applied to the experimental group at the end of the study. The quantitative data of the study were analyzed with the SPSS 21 (Social Sciences Statistical Package) statistical program, and the qualitative data were analyzed with the content analysis technique. According to the quantitative findings of the study, it was concluded that science teaching supported by educational games significantly increased students' entrepreneurial skills in favor of the experimental group. In the qualitative findings of the study, it was revealed that the educational games used in school, out of school and in the digital environment have a positive contribution to the entrepreneurship skills of the students. In the light of the results of the study, it can be suggested that teachers should prepare educational games to develop entrepreneurship skills in different units and grade levels, and give more space to educational games and activities in the teaching process.
In this study, it is aimed to examine the effects of educational games used in science education on entrepreneurship skills. The research is important in terms of developing entrepreneurship skills, which is one of the 21st century skills, and determining the effect of educational game technique on entrepreneurship. In our study, our independent variable was science teaching supported by educational games, while the dependent variable was entrepreneurship skills. The study was conducted with a mixed method in which qualitative method and quantitative method are used together, which is one of the research models. In the study, the "sequential explanatory mixed pattern" used in the mixed method was used. The sample of the research was determined by "simple random sampling" in the quantitative part and "appropriate sampling" method in the qualitative part. The research group of the study consists of a total of 37 students studying in grades 6A (experiment: 18 people) and 6B (control: 19) in a primary school affiliated to the Ministry of National Education located in the Central Anatolia Region of Turkey. In order to obtain the quantitative data of the study, the "Science Laboratory Entrepreneurship Scale" prepared by Çelik, Bacanak, Çakır (2015) was applied to experimental group as a pre-test and post-test at the end of study with an interval of seven weeks. In order to obtain the qualitative data of the research, the "Student Opinions Form on the Effect of Educational Games on Entrepreneurial Skills" was applied to the experimental group at the end of the study. The quantitative data of the study were analyzed with the SPSS 21 (Social Sciences Statistical Package) statistical program, and the qualitative data were analyzed with the content analysis technique. According to the quantitative findings of the study, it was concluded that science teaching supported by educational games significantly increased students' entrepreneurial skills in favor of the experimental group. In the qualitative findings of the study, it was revealed that the educational games used in school, out of school and in the digital environment have a positive contribution to the entrepreneurship skills of the students. In the light of the results of the study, it can be suggested that teachers should prepare educational games to develop entrepreneurship skills in different units and grade levels, and give more space to educational games and activities in the teaching process.
Açıklama
Fen Bilimleri Enstitüsü, Fen Bilgisi Eğitimi Ana Bilim Dalı
Anahtar Kelimeler
Eğitim ve Öğretim, Education and Training










