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Kes Sesi: A mobile game designed to improve kindergarteners' recognition of letter sounds.
- Source :
-
Journal of Computer Assisted Learning . Apr2019, Vol. 35 Issue 2, p294-304. 11p. 1 Color Photograph, 2 Diagrams, 2 Charts, 1 Graph. - Publication Year :
- 2019
-
Abstract
- Learning letters is an important area of language learning, conducive to the beginning of reading and writing. Indeed, today's generation prefers to learn through digital games rather than through formal teaching processes. Inspired by this need, the researcher designed this study (a) to test the effectiveness of an instructional digital game, "Kes Sesi," designed to teach letter recognition skills and (b) to briefly present its instructional development process, which was based on the ADDIE model. This was a quasi‐experimental study with two treatment groups and a control group involving 87 kindergarteners. Treatment groups played the game for 12–6 weeks for learning, 6 weeks for practice. The control group continued with its regular class activities. One treatment group played the game based on predefined sound categorization, the other without any categorization. A test on children's sound recognition abilities was administered three times as a pretest, a midtest, and a posttest. The treatment groups performed significantly better than the control group. The game enhanced the kindergarteners' ability to practice uncategorized content while it enhanced their ability to learn categorized content. The results are promising in that Kes Sesi can be useful in self‐supported learning contexts with little adult input and with minimum outside interference. Lay Description: What is already known about this topic: Learning letters is an important area of language learning, conducive to the beginning of reading and writing.There is a variety of research studies on digital games for learning in the literature.It is a challenge to teach preschool children letters. What this paper adds: There seems to be a gap when it comes to experiments on kindergarteners' early reading skills.Although there are many relevant games in the market, there are no studies investigating kindergarteners' sound recognition skills through game playing on mobile technology.This study has its unique feature in terms of providing a sample article on "Design, development and application of learning tools and systems," which is a topic within the Journal's scope. Implications for practice and/or policy: Digital educational games such as "Kes Sesi" can be useful in self‐supported learning circumstances with little adult input or intervention.Similar educational games can be designed by taking the current research study as an example, and it is believed that it will encourage production of many similar games.Students' performances reach an optimal level when educational games are used after the teacher helps them construct their learning and guide them in this endeavor. [ABSTRACT FROM AUTHOR]
- Subjects :
- *PRESCHOOL education
*ACADEMIC achievement
*ALTERNATIVE education
*COMPUTER assisted instruction
*CONTENT analysis
*CURRICULUM
*INTERVIEWING
*LEARNING strategies
*RESEARCH methodology
*QUESTIONNAIRES
*RECOGNITION (Psychology)
*STATISTICAL sampling
*SPEECH perception
*STATISTICS
*TEACHERS
*TIME series analysis
*VIDEO games
*DATA analysis
*TEACHING methods
*PHONOLOGICAL awareness
*RANDOMIZED controlled trials
*COMPUTER assisted testing (Education)
*EDUCATIONAL outcomes
*MOBILE apps
*DATA analysis software
*DESCRIPTIVE statistics
*KRUSKAL-Wallis Test
*ONE-way analysis of variance
Subjects
Details
- Language :
- English
- ISSN :
- 02664909
- Volume :
- 35
- Issue :
- 2
- Database :
- Academic Search Index
- Journal :
- Journal of Computer Assisted Learning
- Publication Type :
- Academic Journal
- Accession number :
- 135292590
- Full Text :
- https://doi.org/10.1111/jcal.12331