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The effect of educational virtual reality game on primary school students' achievement and engagement in mathematics

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dc.contributor.author Akman, Emrah
dc.contributor.author cakir, Recep
dc.date.accessioned 2024-03-15T08:47:29Z
dc.date.available 2024-03-15T08:47:29Z
dc.date.issued 2023
dc.identifier.citation Akman, E., Cakir, R. (2023). The effect of educational virtual reality game on primary school students' achievement and engagement in mathematics. Interact. Learn. Environ., 31(3), 1467-1484. https://doi.org/10.1080/10494820.2020.1841800 en_US
dc.identifier.issn 1049-4820
dc.identifier.issn 1744-5191
dc.identifier.uri http://dx.doi.org/10.1080/10494820.2020.1841800
dc.identifier.uri https://www.webofscience.com/wos/woscc/full-record/WOS:000589606600001
dc.identifier.uri http://earsiv.odu.edu.tr:8080/xmlui/handle/11489/4355
dc.description WoS Categories: Education & Educational Research en_US
dc.description Web of Science Index: Social Science Citation Index (SSCI) en_US
dc.description Research Areas: Education & Educational Research en_US
dc.description.abstract Recently, virtual reality seems to be deevloping rapidly. However, it can be said that virtual reality is in the early days of adoption for education. Studies show that using virtual reality in education can positively affect students' learning experiences. In this study, the effect of an educational virtual reality game, named Kesfet Kurtul, on fourth-grade students' academic achievement in fractions and their engagement to mathematics was investigated. The experimental study was carried out using a quasi-experimental design. The educational VR game was used in the treatment group (N = 32). In the comparison group (N = 32), the method applied in school, which includes predominantly mobile applications developed in fractions, were used. As a result of the research; the educational VR game Kesfet Kurtul was found to increase academic achievement and to maintain the level of student engagement in mathematics. It was determined that the experimental method has the same effect as the method applied in school in the comparison group, in terms of academic achievement and student engagement to mathematics. Besides, in terms of social sub-dimension of student engagement, it was observed that Kesfet Kurtul was more effective than the method applied in school. en_US
dc.language.iso eng en_US
dc.publisher ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD-ABINGDON en_US
dc.relation.isversionof 10.1080/10494820.2020.1841800 en_US
dc.rights info:eu-repo/semantics/openAccess en_US
dc.subject virtual reality, elementary education, interactive learning environments, fractions, student engagement en_US
dc.title The effect of educational virtual reality game on primary school students' achievement and engagement in mathematics en_US
dc.type article en_US
dc.relation.journal INTERACTIVE LEARNING ENVIRONMENTS en_US
dc.contributor.department Ordu Üniversitesi en_US
dc.contributor.authorID 0000-0003-0637-919X en_US
dc.contributor.authorID 0000-0002-2641-5007 en_US
dc.identifier.volume 31 en_US
dc.identifier.issue 3 en_US
dc.identifier.startpage 1467 en_US
dc.identifier.endpage 1484 en_US


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