The impact of educational games is extremely important in terms of content and application. In this context, it was aimed to design an educational game on the subject of blood exchange, which is thought to have learning difficulties among the 6th grade subjects, and to reveal teachers' views about this designed game. The method of the study is phenomenological method which is one of the qualitative methods. The working group consists of 5 science teachers working in the city where the employee was conducted in 2019. The data was obtained through quasi-structured interviews with the teachers. The obtained data was analyzed using NVivo 10 program. The data was classified under three different categories. These classifications are the views of the teachers on the educational game, designing an educational game and ready presence for the practice and the Blood Catching game. The realized interviews were presented under three categories with different codes. The obtained data proved that the teachers are aware of educational games, but they feel themselves insufficient about the practice of the games. They also expressed that educational games should be used in science education and the designed game was satisfactory as an educational game. Depending on the research results, the teachers can be given some training about educational games and it is suggested that the designed game can be developed in some aspects.
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