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An academic achievement test for the “Spreading of Light” unit was administered before and after the experiment, and data were analyzed using independent samples t-test and Whitney U-test, showing a positive effect on achievement.",{"@graph":14,"@context":73},[15,34,56],{"@type":16,"itemListElement":17},"BreadcrumbList",[18,23,27,31],{"item":19,"name":20,"@type":21,"position":22},"https://docshare.wps.com","Home","ListItem",1,{"item":24,"name":25,"@type":21,"position":26},"https://docshare.wps.com/document/","Document",2,{"item":28,"name":29,"@type":21,"position":30},"https://docshare.wps.com/document/research-report/","Research & 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30918/AERJ.103.22.038 ISSN: 2354-2160  \nFull Length Research Paper  \nThe effect of educational game activities applied on the academic achievement of secondary students in science education  \nIsmail Kiliç1* and Özkan Gürbüz2  \n1 Department of Mathematics and Science Education, Education Faculty, Trakya University, Edirne, Turkey. 2Ministry of Education, Tekirdağ, Turkey.  \nAccepted 5 July, 2022  \n\n| ABSTRACT\u003Cbr>The research aims to examine the effect of educational game activities on academic achievement in secondary school 5th-grade science lessons. The study group of the research consists of 71 5th-grade students studying at a public school in Turkiye in the 2017-2018 academic year. In the research, the pretest and post-test comparative design group, which is one of the quantitative research methods, was used to achieve the research objectives. A random sampling technique was used to determine these two groups. In the experimental group (EG), the lessons were enriched with educational game activities (EGA) . The control group (CG) taught the courses based on the current science teaching program (CSTP) . An academic achievement test (AAT) has been prepared for the unit goals of the 5th-grade science course\"Spreading of Light\" . AAT was applied to the groups before and after the experiment ındepended samplest-test and Whitney u-test were used in the analysis of the data. The data showed that the EGA used in the science course has a positive effect on academic achievement.\u003Cbr>Keywords: Academic achievement, educational game activities, science education, secondary school. |\n| --- |\n| *Corresponding author. E-mail: [ismailk@trakya.edu.tr. Tel:](ismailk@trakya.edu.tr. Tel:) +902842120808. |\n\nINTRODUCTION  \nIn today's information and technology age, changes are seen in every field in line with the needs. In the developing and changing world, education systems, curricula, teaching methods and techniques, and measurement tools used in the evaluation phase are subject to regular changes in education (Taş et al. , 2016) . The change in information and technology shows its effect in education as well as in many fields at present. This situation causes changes in education systems, curricula, teaching methods and techniques, and measurement tools used for evaluation. Learning environments should be provided where students take an active role, are responsible for their learning, can transfer what they have learned to daily life, are open to cooperation, have a pleasant time with their peers, express their ideas comfortably, contribute positively to their development areas, and increase academic success. Teachers should prefer appropriate methods,  \ntechniques, and approaches, which will lead students to think and develop their creativity by providing pleasant environments for targeted knowledge, skills, and behaviors (Tezel , 2018) . The science course includes abstract, complex subjects and concepts. The age range of students training in secondary school is 10 to 14. Therefore, it is seen that students in this age group rarely have the ability to think abstractly, so they cannot learn meaningfully during the learning period, they choose to memorize, or they move away from the lesson and become indifferent to the lesson and cannot be motivated (Çavuş et al. , 2011) . Using games, which are accepted as an inevitable part of students' daily lives, as a tool in the education process, is of great importance (Önen et al. , 2012) . The game provides a fun environment that facilitates learning and comforts students while teaching new concepts (Romine, 2004) . Games not only make it easier for students to learn new concepts but also  \nKiliç and Gürbüz 243  \nprovide learning environments that allow students to relax (Huyen and Nga, 2003) . it has been determined that games have a direct or indirect effect on many developmental areas of children such as the physical","cbCaih6Cev6JchlN","https://ap.wps.com/l/cbCaih6Cev6JchlN","pdf",226785,"English","# Abstract\n# Introduction","[{\"question\":\"What is the main purpose of the research?\",\"answer\":\"To examine the effect of educational game activities on academic achievement in secondary school 5th-grade science lessons.\"},{\"question\":\"How were the experimental and control groups taught?\",\"answer\":\"The experimental group was taught with educational game activities, while the control group followed the current science teaching program.\"},{\"question\":\"Which unit and achievement measure were used?\",\"answer\":\"An academic achievement test was prepared for the 5th-grade science unit “Spreading of Light,” and it was applied before and after the experiment.\"}]","African Educational Research Journal - Vol. 10(3) - Full Length Research Paper | PDF",1792071282]