Students' conceptions about browser-game-based learning in mathematics education: TTNetvitamin case

Serkan Coştu*, Serhat Aydin, Mehmet Filiz

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapter

25 Citations (Scopus)

Abstract

Educational computer games may affect the attitudes of students towards subjects in a positive manner. One type of educational computer games is browser-based educational games. Recently a new browser-based software called "TTNetVitamin" has been developed for the Ministry of National Education (MEB, 2008). In these advances the conceptions students should be determined for the widespread usage of game based learning. For this aim, case study research conducted to reveal the students' attitudes and their conceptions about educational games introduced in mathematics classes. The student written interviews were analyzed in NVivo 7.0 and important statements were quoted without any change. The findings of this study were classified under six titles as advantages, disadvantages, classroom use, different aspects, reasons and recommendations for game based learning. The students seemed mostly to mention the advantages of game based learning. Most students did not comment on classroom use of games. Moreover the students expressed the distinguishing aspects of the game TTNetVitamin. The students stated that this kind of games should be related with the lessons and be entertaining. Consequently the students had positive attitudes towards the use of game based learning in mathematics classes.

Original languageEnglish
Title of host publicationProcedia - Social and Behavioral Sciences
Pages1848-1852
Number of pages5
Volume1
Edition1
DOIs
Publication statusPublished - 2009
Externally publishedYes

Keywords

  • Browser-game-based learning
  • Educational technology
  • Game based learning
  • Mathematics education

ASJC Scopus subject areas

  • Psychology(all)
  • Social Sciences(all)

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