Reflections of Mind Games Used in Primary School Mathematics Lessons on Teaching and Learning Process: A Case Study

This study focused on the opinions of classroom teachers regarding the reflections of mind games used in mathematics lessons on the teaching and learning process. Case study design, which is one of the qualitative research types, was used in the study. The views of 15 classroom teachers, who used mind games in primary school mathematics lessons and received training on mind games were examined. The criterion sampling method was followed to identify the teachers, who would participate the study. The interview and observation forms developed by the researcher were used to collect the data. Content analysis method was used to analyse the data gathered. The content analysis findings presented the participant's opinions in 14 categories grouped around five themes. As a result of the research, it was determined that classroom teachers used brain teasers to improve students' mathematical skills and to increase their motivation and interest in the lesson. In addition, it was determined that classroom teachers frequently used mind games based on reasoning and operation games in mathematics lessons. In addition, it was concluded that mind games used in the process of teaching and learning mathematics contribute to both cognitive development and social and emotional development of students. Finally, it was determined that classroom teachers experienced difficulties arising from teaching, students and school in the mathematics teaching process supported by mind games. For this reason, a mind games activity guide can be prepared by classroom teachers in primary school mathematics lessons.

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Institutions

Publication Details

Journal
Educational Academic Research
Published
2024-11-19
DOI
https://doi.org/10.33418/education.1519249
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79

Funders

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article

Reflections of Mind Games Used in Primary School Mathematics Lessons on Teaching and Learning Process: A Case Study

Tunahan Filiz
1 citations
Educational Academic Research
Educational Games and Gamification
0.79
article

Reflections of Mind Games Used in Primary School Mathematics Lessons on Teaching and Learning Process: A Case Study

Tunahan Filiz
article en
1 citations

Abstract

This study focused on the opinions of classroom teachers regarding the reflections of mind games used in mathematics lessons on the teaching and learning process. Case study design, which is one of the qualitative research types, was used in the study. The views of 15 classroom teachers, who used mind games in primary school mathematics lessons and received training on mind games were examined. The criterion sampling method was followed to identify the teachers, who would participate the study. The interview and observation forms developed by the researcher were used to collect the data. Content analysis method was used to analyse the data gathered. The content analysis findings presented the participant's opinions in 14 categories grouped around five themes. As a result of the research, it was determined that classroom teachers used brain teasers to improve students' mathematical skills and to increase their motivation and interest in the lesson. In addition, it was determined that classroom teachers frequently used mind games based on reasoning and operation games in mathematics lessons. In addition, it was concluded that mind games used in the process of teaching and learning mathematics contribute to both cognitive development and social and emotional development of students. Finally, it was determined that classroom teachers experienced difficulties arising from teaching, students and school in the mathematics teaching process supported by mind games. For this reason, a mind games activity guide can be prepared by classroom teachers in primary school mathematics lessons.

Educational Academic Research(55)
Bayburt University (TR)
Bayburt Üniversitesi
Quality Education
Openalex Percentile: Top 22%
Educational Games and Gamification
0.79
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