|  e-ISSN: 2718-0107

Original article | Base for Electronic Educational Sciences 2020, Vol. 1(1) 27-39

Piano Education Through Educational Games: Piano in the Box Game

Ayça Avcı

pp. 27 - 39   |  Manu. Number: MANU-2006-21-0001.R1

Published online: September 17, 2020  |   Number of Views: 34  |  Number of Download: 145


Abstract

The aim of this study is to determine how much the educational play named "Piano in the Box" developed by the researcher influences the musical success of fifth grade middle school students. As the method, the single-group pretest-posttest (retention-test) experimental design was used. As the data collection tool, a multiple-choice achievement test developed by the researcher was used after confirming its validity and reliability. First, the normality distribution of the data was determined through Shapiro-Wilk test, by using the SPSS 15.0. Concluding that the data were not normally distributed, any significant relationship between the results was examined by running the Wilcoxon Signed Rank test. The results were positive and in favor of the posttest and retention test. It was determined that the "Piano in the Box" game increased the success in learning music and made a positive change in learning the places of the notes on the staves and the piano.

Keywords: Game, educational game, music, music education, piano


How to Cite this Article?

APA 6th edition
Avci, A. (2020). Piano Education Through Educational Games: Piano in the Box Game . Base for Electronic Educational Sciences, 1(1), 27-39.

Harvard
Avci, A. (2020). Piano Education Through Educational Games: Piano in the Box Game . Base for Electronic Educational Sciences, 1(1), pp. 27-39.

Chicago 16th edition
Avci, Ayca (2020). "Piano Education Through Educational Games: Piano in the Box Game ". Base for Electronic Educational Sciences 1 (1):27-39.

References

    And, M. (2012). Oyun ve Bügü-Türk kültüründe oyun kavramı [Game and game concept in Turkish culture] İstanbul: Yapı Kredi Yayınları.


    Anglin, G. J. (1995). Instructional technology: Past, present and future. Englewood, CO: Libraries Unlimited.


    Bayırtepe, E., & Tüzün, H. (2007). The effects of game-based learning environments on students' success in computer lessons and self-efficacy perceptions. Hacettepe University Faculty of Education Journal, 33, 41-54.


    Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). Students’ perceptions about the use of video games in education. Computers & Education, 54(4), 1145–1156. DOI: 10.1016/j.compedu.2009.10.022

    Caillois, R. (1961). Man, play, and games. New York: Free Press.

    Cohen, L., & Manion, L. (1997). Research Methods in Education. Routledge: London and New York.


    Creswell, J. W. (2012). Educational research: Planning, conducting, and evaluating quantitative and qualitative research. New Jersey: Merrill.

    Çavuş, R., Kulak, B., Kaplan-Berk, H., Kaplan-Öztuna, A. (2011). Game activities in science and technology teaching and adaptation of daily life games to the lesson. Science and Technology Teachers Summit Conference Paper, January, 1-10, Istanbul.


    Demirel, Ö. (2001). Eğitim sözlüğü [Education Dictionary]. Ankara: PegemA. Publishing.


    Demirel, Ö. (2004). Yabancı dil öğretimi dil pasaportu dil biyografisi dil dosyası. [Foreign language teaching language passport language biography language file] Ankara: PegemA Publishing.


    Demirel, Ö. (2011). Yabancı dil öğretimi [Foreign language teaching]. Ankara: PegemA Publishing.


    Doğanay, G. (2002). Play in history teaching (Unpublished Master's Thesis). Gazi University Institute of Educational Sciences, Department of History Education, Ankara, Turkey.


    Egenfeldt-Nielsen, S. (2006). Overview of research on the educational use of games. Nordic Journal of Digital Literacy, 3(1), 184-213


    Ertmer, P.. A., & Newby, T.. J. (1993). Behaviorism, cognitivism, constructivism: Comparing critical features from an instructional design perspective. Performance Improvement Quarterly, 6(4), 50–72. DOI: 10.1111/j.1937-8327. 1993.tb00605.x


    Fraenkel, Jack. R., & Wallen, Norman. E. (1996). How to design and evaluate research in education (3th ed.). New York, ABD: Mc Graw Hill Higher Education


    Garris, R., Ahlers, R., & Driskell, J. (2002). Games, motivation and learning: A research and practice model. Simulation and Gaming, 33(4), 441–467. DOI: 10.1177/1046878102238607


    Gay, L. R., & Airasian, P. (2000). Educational research competencies for analysis and application (6th ed.). Ohio: Merrill an imprint of Prentice Hall.

    Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: NY: Palgrave Macmillan.


    Gentile, Douglas. A., & Gentile, J. Ronald. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 37, 127–141. DOI: 10.1007/s10964-007-9206-2

    Gülsoy, T. (2013). Effect of educational games on the development of vocabulary of 6th grade students (Unpublished Master's Thesis). Niğde University, Institute of Education Sciences, Niğde, Turkey.

    Huizinga, J. (1955). Homo ludens: A study of the play element in culture. Boston: Beacon Press.

    Hwang, G, & Wu, P. (2012). Advancements and trends in digital game-based learning research: A review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43, E6–E10. http://dx.doi.org/10.1111/j.1467-8535.2011.01242.x.

    Immel, A. (1997). Mistress of infantine language: Lady ellenor fenn, her set of toys, and the education of each moment. Annals of The Modern Language Association Division on Children’s Literature and The Children’s Literature Association, 25, 214-228. DOI: 10.1353/chl.0.0583

    Kaytez, N., & Durualp, E. (2014). Examination of the arguments made regarding graduate schools in Turkey ahead of the game. International Turkish Journal of Educational Sciences, 2(2), 110-122.


    Ketelhut, D. J., & Schifter, C. (2011). Teachers and game-based learning: improving understanding of how to increase efficacy of adoption. Computers & Education, 56, 539–546. DOI: 10.1016/j.compedu.2010.10.002


    Kılıç, S. E. (2012). Improving language skills with educational games in teaching turkish to foreigners (Unpublished Master's Thesis). Gazi University, Institute of Educational Sciences, Ankara, Turkey.


    Kirriemuir, J. (2002). The relevance of games and gaming consoles to the higher and further education learning experience. Techwatch Report TSW 02.01. DOI: 10.13140/RG.2.2.34765.03044


    Kula, A., & Erdem, M. (2005). The effect of instructional computer games on the development of basic arithmetic processing skills. Hacettepe University Faculty of Education Journal, 29(29), 127-136.


    Locke, J. (1692). Some thoughts concerning education. in HALSELL, P. (Ed), Internet History Sourcebook Project, New York City, Fordham University, https://sourcebooks.fordham.edu/mod/1692locke-education.asp


    Melek, C. G. (2014). English education with serious games (Unpublished Master's Thesis). Bahçeşehir University, Institute of Science, Computer Engineering Department, Istanbul, Turkey.


    Mikalef, K., Giannakos, M. N., Chorianopoulos, K., & Jaccheri, L. (2012). Do not touch the paintings! The benefits of interactivity on learning and future visits in a museum. In Entertainment computing ICEC: International Conference on Entertainment Computing, Lecture Notes in Computer Science, volume 7522. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33542-6_73


    Nicolopoulou, A. (2004). Game, cognitive development and the social world: Piaget, vygotsky and later. Ankara University Journal of Faculty of Educational Sciences, 37(2), 137-169.


    O’Leary, S., Diepenhorst, L., Churley-Strom, R., & Magrane, D. (2005). Educational games in an obstetrics and gynecology core curriculum. American Journal of Obstetrics and Gynecology, 193, 1848–51. https://doi.org/10.1016/j.ajog.2005.07.059


    Ören-Şaşmaz F., & Avcı-Erduran D. (2004). The effect of educational game teaching on academic achievement on knowledge lesson solar system and planets. Journal of Ondokuz Mayıs University Faculty of Education, 18, 67-76.


    Öztemiz, S., & Önal, H. İ. (2013). Opinions of teachers about elementary school students to gain reading habit with game technique: An example of Ankara beytepe primary school. Bitlis Eren University Journal of Social Sciences Institute, 2(1), 70-85.


    Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online games as educational tools: facing new challenges in learning. Computers & Education, 54(2), 498–505. https://doi.org/10.1016/j.compedu.2009.09.001


    Papastergiou, M. (2009). Digital game-based learning in high-school computer science education: impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1–12. https://doi.org/10.1016/j.compedu.2008.06.004

    Schwartzman, R. (1997). Gaming serves as a model for improving learning. Education 118, 9-18


    Sevinç, M. (2009). Game in early childhood development and education. Istanbul: Morpa Publishing.


    Shefrin, J. (1999). Make it a pleasure and not a task: Educational games for children in georgian england. Princeton University Library Chronicle, 60(3), 251-275.


    Shin, N., Sutherland, L. M., Norris, C. A., & Soloway, Elliot. (2012). Effects of Game Technology on Elementary Student Learning in Mathematics. British Journal of Educational Technology, 43, 540–560. DOI: http://dx.doi.org/10.1111/j.1467-8535.2011.01197.x


    Uğurel, I. (2003). Opinions of eacher candidates and teachers regarding games and activities and teaching mathematics in secondary education. Unpublished Master's Thesis. Dokuz Eylül University Institute of Educational Sciences, Izmir, Turkey.


    Uluğ-Ormanoğlu, M. (1997). Niçin Oyun? [Why game?] Istanbul: Göçebe Publishing.


    Vygotsky, L., S. (1967). Play and its role in the mental development of the child. Soviet Psychology, 12, 6-18.