Which training method is more effective in earthquake training: Digital game, drill, or traditional training?


ÇOBAN M., GÖKTAŞ Y.

SMART LEARNING ENVIRONMENTS, cilt.9, sa.1, 2022 (ESCI) identifier identifier

  • Yayın Türü: Makale / Tam Makale
  • Cilt numarası: 9 Sayı: 1
  • Basım Tarihi: 2022
  • Doi Numarası: 10.1186/s40561-022-00202-0
  • Dergi Adı: SMART LEARNING ENVIRONMENTS
  • Derginin Tarandığı İndeksler: Emerging Sources Citation Index (ESCI), Scopus, INSPEC, Directory of Open Access Journals
  • Anahtar Kelimeler: Earthquake education, Digital games, Game-based learning, Earthquake drill, Earthquake protective behaviour, COMPUTER GAMES, DISASTER PREPAREDNESS, EDUCATION, INDIVIDUALS, INFORMATION, CHILDREN, STUDENTS, COMMUNICATION, ACHIEVEMENT, MITIGATION
  • Atatürk Üniversitesi Adresli: Evet

Özet

One of the most important reasons for deaths and injuries caused by earthquakes is that society does not have sufficient knowledge of appropriate protective behaviors during an earthquake. The purpose of this study is to evaluate the effectiveness of different educational practices in providing primary school students with the knowledge of earthquake preparedness and protection from potential hazards of an earthquake. Considering the quasi-experimental research, the pretest-posttest control/comparison group design was used, and a total of 401 students from the fourth grade in four different schools constituted the sampling of the study. Within the study, three types of educational activities were applied: digital games evaluating smart learning environments, earthquake drills, and traditional education. Findings show that the most effective way to teach students what to do during an earthquake is the earthquake drill. This study also indicates that the design elements in the three-dimensional earthquake game developed in the scope of the research played an effective role in earthquake education. This study is of importance as it provides significant results on how to determine the most appropriate educational method for primary school students and how digital games can be used more effectively in the learning process.