The effects of computer games on primary school students' achievement and motivation in geography learning

Yilmaz-Soylu, Meryem
Karakus, Tuerkan
Inal, Yavuz
Kizilkaya, Gonca
The implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers designed and developed a three-dimensional educational computer game. Twenty four students in fourth and fifth grades in a private school in Ankara, Turkey learnt about world continents and countries through this game for three weeks. The effects of the game environment on students' achievement and motivation and related implementation issues were examined through both quantitative and qualitative methods. An analysis of pre and post achievement tests showed that students made significant learning gains by participating in the game-based learning environment. When comparing their motivations while learning in the game-based learning environment and in their traditional school environment, it was found that students demonstrated statistically significant higher intrinsic motivations and statistically significant lower extrinsic motivations learning in the game-based environment. In addition, they had decreased focus on getting grades and they were more independent while participating in the game-based activities. These positive effects on learning and motivation, and the positive attitudes of students and teachers suggest that computer games can be used as an ICT tool in formal learning environments to support students in effective geography learning.


The effect of inquiry-based explorations in a dynamic geometry environment on sixth grade students' achievements in polygons
Erbaş, Ayhan Kürşat (Elsevier BV, 2011-12-01)
The purpose of this study was to investigate the effects of using a dynamic geometry environment (DGE) together with inquiry-based explorations on the sixth grade students' achievements in polygons and congruency and similarity of polygons. Two groups of sixth grade students were selected for this study: an experimental group composed of 66 students (34 boys and 32 girls); and a control group composed of 68 students (35 boys and 33 girls). The students in the experimental group taught with a DGE, while the ...
Investigation of community of inquiry framework in regard to self-regulation, metacognition and motivation
KİLİS, SELCAN; Yıldırım, Zahide (Elsevier BV, 2018-11-01)
Following theoretical frameworks including social-cognitive theory, constructivism and creating collaborative learning community, this correlational study elucidates the community of inquiry framework in regard to self-regulation, metacognition, and motivation in an online learning setting. Data were collected from 1535 students enrolled to an online Information and Communication Technology-I course offered by the Department of Informatics at a well-known public university. The data were collected online th...
Exploring the effect of using different levels of emotional design features in multimedia science learning
UZUN, AHMET MURAT; Yıldırım, Zahide (Elsevier BV, 2018-04-01)
The current study aims to examine the influence of incorporating different emotional design approaches into multimedia on 7th grade middle school students' positive emotions, mental effort investments and learning achievements (recall and transfer). To this end, four different instructional materials were created. Each material was identical, with only the extent of emotional design differing. For the Neutral Design (ND) group, none of the emotional design principles were used (monochromatic grayscale). For...
A needs analysis to develop an astronomy program for Turkish elementary and seconday schools
Kahraman, Oktay; Eryılmaz, Ali; Department of Secondary Science and Mathematics Education (2006)
In this study, needs analysis has been made to gather the necessary data for developing a possible astronomy program for elementary and secondary schools in Turkey. In order to collect and to determine the students’ and teachers’ needs, 35 elementary schools and 20 secondary schools in the six districts (Keçiören, Çankaya, Yenimahalle, Altındağ, Mamak and Sincan) of Ankara in Turkey has been visited during 2004-2005 fall semester. 2133 elementary and 1180 secondary school students, and 37 teachers were invo...
The impact of computer games on students' motivation
Üçgül, Memet; Çağıltay, Kürşat; Department of Computer Education and Instructional Technology (2006)
This study investigates the impact of computer games on students’ motivation. A computer game was created for this study by using Tomb Raider 4 Level Editor. The game covers photosynthesis, vitamins, carbohydrates, proteins and fat subjects of 5th grade science and technology course. Data was collected from 71 5th grade students of three primary schools. Students have played the game until the end of lesson than they were asked to complete The Instructional Materials Motivation Survey (IMMS). The study reve...
Citation Formats
H. TÜZÜN, M. Yilmaz-Soylu, T. Karakus, Y. Inal, and G. Kizilkaya, “The effects of computer games on primary school students’ achievement and motivation in geography learning,” COMPUTERS & EDUCATION, pp. 68–77, 2009, Accessed: 00, 2020. [Online]. Available: