The Effect of Design-Based Activities Prepared with The React Strategy on Secondary 7th Grade Students' 21st Century Skills and Science Attitudes
Yazarlar (1)
Doç. Dr. Erkan YANARATEŞ Kastamonu Üniversitesi, Türkiye
Makale Türü Açık Erişim Özgün Makale (Ulusal alan endekslerinde (TR Dizin, ULAKBİM) yayınlanan tam makale)
Dergi Adı Uluslararası Avrasya Sosyal Bilimler Dergisi
Dergi ISSN 2146-1961
Dergi Tarandığı Indeksler TR DİZİN
Makale Dili İngilizce Basım Tarihi 06-2024
Cilt / Sayı / Sayfa 15 / 56 / 552–569 DOI 10.35826/ijoess.4460
Makale Linki https://www.ijoess.com/DergiTamDetay.aspx?ID=4460&Detay=Ozet
UAK Araştırma Alanları
Fen Bilgisi Eğitimi
Özet
The effect of the recently popular REACT strategy on the 21st-century skills and science attitudes of secondary school 7th-grade students has been investigated in this study. A quantitative research method of quasi-experimental design with a pre-test post-test experimental control group was devised for this research. In this context, an experimental group and a control group were formed. While activities were applied with the REACT model to the experimental group, teaching techniques consisting of traditional methods were applied to the control group. Fiftyfour students in a public school located in Turkey's Western Black Sea Region participated in the research. Students were picked up by a random sampling method to ensure validity and reliability. Through the quantitative data collection tools used in this study, students'" 21st century skills" and" attitudes towards science studies" were examined using two different scales. For this purpose, the 21st century skills scale and the Science and Technology attitude scale were used. The data collected in the study have been analyzed with descriptive and inferential statistical techniques. Research has found that students in the experimental group diverted significantly in 21st-century skills and science attitudes from those in the control group in a positive way. Accordingly, it can be suggested that more usage of design-based activities in science education and increase in applications that activate students' creative thinking processes should be encouraged.
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