5-6 Yaş Çocuklarına Yönelik Tasarlanan Eğitsel Dijital Oyunun Yürütücü İşlev Becerilerine Etkisi
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Tarih
2022Yazar
Karabekmez, Sibel
Ambargo Süresi
Acik erisimÜst veri
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The aim of the research is to design an educational digital game for the executive function skills of preschool children aged 5-6 years and to reveal the effectiveness of the designed game on the executive function skills of children. In this context, the research was carried out in two stages. In the first stage, an educational digital game was designed to support the executive function skills of 5-6-year-old children. In the second stage, the effect of the designed educational digital game on executive function skills was examined. The research was carried out in a quasi-experimental design with pre-test and post-test control groups. While forming the study group, criterion sampling, one of the purposive sampling methods, was used. Childhood Executive Function Inventory was used to determine the experimental and control groups. "“Executive Function Touch” was used as a data collection tool in the research. The normality test was conducted to see if there was a significant difference between the mean scores of the pre-test and post-test measurements of executive function skills. Since the data showed a normal distribution, the data were analyzed with the ANCOVA test. As a result of the research, it was seen that the educational digital game named "Benim Mutlu Çiftliğim", which was designed for executive function skills with working memory, cognitive flexibility and inhibitory control components, caused a significant difference on children's executive function skills. It has been revealed that the game designed with this finding has a positive and significant effect on children's executive function skills.