Publication: Dijital Eğitsel Oyunların İngilizce Öğrenen Gençlerin Okuma Becerilerinin Devimsel (Dinamik) Değerlendirilmesine Etkisi
Abstract
Geleneksel değerlendirme yöntemlerinin mevcut eğitim sisteminin ihtiyaçlarını karşılamadığı yaygın olarak tartışılmaktadır. Bu çalışma, geleneksel değerlendirmenin aksine, devimsel değerlendirme (DA) yoluyla A2 düzeyindeki 7. Sınıf öğrencilerinin yabancı dilde okuduğunu anlama becerilerini dijital oyunlar tasarlayarak değerlendirmeyi amaçlamaktadır. Bu deneysel çalışma erişilebilir uygun örneklem yoluyla rastgele seçilen toplam 41 a2 düzeyindeki 7. Sınıf öğrencileriyle yürütülmüştür. Bu öğrenciler deney (21 kişi) ve kontrol grubu (20 kişi) olarak ikiye ayrılmıştır. İlk olarak, her iki grubun İngilizce okuduğunu anlama becerisinin yeterlik düzeyini kontrol etmek için bir ön test yapılmıştır. Daha sonra deney grubuna bilgisayar oyunu destekli müfredat temelli devimsel değerlendirme (C-CBDA) Educaplay web sitesinde öğretmenlerin öğretici oyunlar tasarlayabileceği dijital öğretici oyunlar yoluyla uygulanmıştır. Başlangıçta öğrencilerin hazır bulunuşluklarına bakılmıştır. Daha sonra çalışma sırasında öğrencilere okuduklarını anlama sürecinde ihtiyaç halinde üç kez iyileştirme yönünde araya girilmiştir. Birinci araya girme verilen okuma metinlerini anlama becerilerini, algılama yeteneklerine 'gelişigüzel sıralanan sözcüklerin doğru sıraya konulması' istenerek gerçekleşmiştir. İkinci araya girme öğrencilerin okudukları metindeki bilgiyi belleklerinde tutma becerilerine uygulanmıştır. Bu araya girme öğrencilerin dijital görsel oyunlarla sözcük eşleştirme yapmaları istenerek uygulanmıştır. Devimsel değerlendirmenin son araya girme evresinde dijital oyun değil insan faktörü devreye sokulmuştur. Bu uygulamada (sözel olmayan dil (beden, işaret, mimik vb. kullanımı) ile öğrencilerin okuduğunu anlama becerilerine iyileştirme yönünde araya girilmiştir. Kontrol grubunda ise başlangıçta öğrencilerin hazır bulunuşluk düzeylerine bakılmıştır; müfredat temelli devimsel değerlendirme evrelerinin hepsi dijital oyunlarla araya girilmeden gerçekleşmiştir. Son olarak, her iki gruba da ön test ile aynı soru maddelerinden oluşan son test uygulanmıştır. Bulgulara göre, her iki grubun da son test sonuçları ön test sonuçlarından daha yüksek çıkmıştır; ancak C-CBDA uygulanan grubun son test puanları CBDA grubundaki öğrencilere göre daha yüksek çıkmıştır. Bulgular ve öğrencilerle yapılan yarı yapılandırılmış görüşmeler yabancı dil öğretiminde hem dijital oyunların kullanımının hem de devimsel (dinamik) değerlendirmenin öğrenci başarısını olumlu etkilediğini göstermiştir.
It is widely discussed that traditional assessment methods do not meet the needs of current education system. In contrast to traditional assessment, this study aims to assess the foreign language reading comprehension skills of 7th grade students at A2 level through dynamic assessment (DA) by designing digital games. This experimental study was conducted with a total of 41 A2 level 7th grade students randomly selected through accessible convenience sampling. These students were divided into an experimental group (N=21) and a control group (N=20). First, a pre-test was conducted to check the proficiency level of English reading comprehension skills of both groups. Then, computer game-supported curriculum-based dynamic assessment (C-CBDA) was administered to the experimental group through digital didactic games on Educaplay website at which teachers can design didactic games. Initially, students' readiness was checked. Then, during the study when needed, the students were intervened three times in the process of reading comprehension. The first intervention to their perception capabilities reading comprehension texts given was applied by asking them 'to put the randomly ordered words into the correct order'. The second intervention was applied to the students' abilities to retain the information in the text they read in their memory. This intervention was applied by asking students to make word matching with digital visual games. In the last intervention phase of the dynamic assessment, not the digital game but the human factor was activated. In this intervention, students' reading comprehension skills were intervened with non-verbal language (use of body, sign, gesture, etc.). In the control group, students' readiness levels were initially checked; all of the curriculum based dynamic assessment phases were carried out without intervention with digital games. Finally, a post-test consisting of the same question items as the pre-test was administered to both groups. According to the findings, the post-test results of both groups were higher than the pre-test results; however, the post-test scores of the C-CBDA group were higher than the CBDA group. The findings and semi-structured interviews with the students showed that both the use of digital games and dynamic (transactional) assessment in foreign language teaching positively affected student achievement.
It is widely discussed that traditional assessment methods do not meet the needs of current education system. In contrast to traditional assessment, this study aims to assess the foreign language reading comprehension skills of 7th grade students at A2 level through dynamic assessment (DA) by designing digital games. This experimental study was conducted with a total of 41 A2 level 7th grade students randomly selected through accessible convenience sampling. These students were divided into an experimental group (N=21) and a control group (N=20). First, a pre-test was conducted to check the proficiency level of English reading comprehension skills of both groups. Then, computer game-supported curriculum-based dynamic assessment (C-CBDA) was administered to the experimental group through digital didactic games on Educaplay website at which teachers can design didactic games. Initially, students' readiness was checked. Then, during the study when needed, the students were intervened three times in the process of reading comprehension. The first intervention to their perception capabilities reading comprehension texts given was applied by asking them 'to put the randomly ordered words into the correct order'. The second intervention was applied to the students' abilities to retain the information in the text they read in their memory. This intervention was applied by asking students to make word matching with digital visual games. In the last intervention phase of the dynamic assessment, not the digital game but the human factor was activated. In this intervention, students' reading comprehension skills were intervened with non-verbal language (use of body, sign, gesture, etc.). In the control group, students' readiness levels were initially checked; all of the curriculum based dynamic assessment phases were carried out without intervention with digital games. Finally, a post-test consisting of the same question items as the pre-test was administered to both groups. According to the findings, the post-test results of both groups were higher than the pre-test results; however, the post-test scores of the C-CBDA group were higher than the CBDA group. The findings and semi-structured interviews with the students showed that both the use of digital games and dynamic (transactional) assessment in foreign language teaching positively affected student achievement.
Description
Keywords
Eğitim ve Öğretim, Değerlendirme, Dijital, Dinamik Değerlendirme, Okuma, Okuma Becerileri, Oyunlar, Türk Çocukları, Yabancı Dil, Yabancı Dil Eğitimi, İngilizce, Education and Training, Evaluation, Dynamic Assessment, Reading, Reading Skills, Games, Turkish Children, Foreign Language, Foreign Language Education, English
Citation
WoS Q
Scopus Q
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95
