Saliha Cevher
Research Subjects
Saliha Cevher has a total of 26 co-authors. Here are the top co-authors by number of shared publications:
- Aslıhan Gez Çinpolat
Sivas Cumhuriyet Üniversitesi
2 shared publications - Aysegül Yılmazer
Recep Tayyip Erdoğan Üniversitesi
2 shared publications - Erkan Yeşiltaş
Sivas Cumhuriyet Üniversitesi
2 shared publications - Gülşah Şeker2 shared publications
- Nagihan Evci
Sivas Cumhuriyet Üniversitesi
2 shared publications - Adem Karaca
Alanya Alaaddin Keykubat Üniversitesi
1 shared publication
Latest Publications
- 13 December 2026
- Published by Kalem Uluslararasi Egitim ve Insan Bilimleri Dergisi in Kalem Uluslararasi Egitim ve Insan Bilimleri Dergisi
The Effect of Digital Games and Animations on Middle School Students Spatial Thinking Skills
The aim of this study is to examine the effects of middle school students' use of digital game and animation software on their academic achievement and spatial thinking skills and to assess students' opinions regarding the integration of digital game and animation software into lessons. The research employed an embedded design, a mixed-methods research design. The study group consisted of 54 sixth-grade students attending a middle school in Trabzon. The People, Places, and Environments Academic Achievement Test (PPEAAT) was used to measure the students' academic achievement, and the Spatial Thinking Skills Test (STST) was used to measure their spatial thinking skills. A semistructured interview form was also used to collect their opinions. Data obtained from the PPEAAT and STST were analyzed using independent samples t-tests and paired samples t-tests, and the data obtained from the semi-structured interview form was analyzed using content analysis. In light of the findings of the study, no significant difference was found between the pre-test scores of the experimental and control groups in terms of academic achievement and spatial thinking skills, while a significant difference was found between the post-test scores of the experimental and control groups in terms of relevant variables in favor of the experimental group. Based on this result, it was concluded that the use of digital game and animation software has a positive impact on students' academic achievement and spatial thinking skills compared to the current curriculum. Furthermore, students generally have positive views of these digital tools.
- 13 December 2026
- Published by Kalem Uluslararasi Egitim ve Insan Bilimleri Dergisi in Kalem Uluslararasi Egitim ve Insan Bilimleri Dergisi
The Effect of Digital Games and Animations on Middle School Students Spatial Thinking Skills
The aim of this study is to examine the effects of middle school students' use of digital game and animation software on their academic achievement and spatial thinking skills and to assess students' opinions regarding the integration of digital game and animation software into lessons. The research employed an embedded design, a mixed-methods research design. The study group consisted of 54 sixth-grade students attending a middle school in Trabzon. The People, Places, and Environments Academic Achievement Test (PPEAAT) was used to measure the students' academic achievement, and the Spatial Thinking Skills Test (STST) was used to measure their spatial thinking skills. A semistructured interview form was also used to collect their opinions. Data obtained from the PPEAAT and STST were analyzed using independent samples t-tests and paired samples t-tests, and the data obtained from the semi-structured interview form was analyzed using content analysis. In light of the findings of the study, no significant difference was found between the pre-test scores of the experimental and control groups in terms of academic achievement and spatial thinking skills, while a significant difference was found between the post-test scores of the experimental and control groups in terms of relevant variables in favor of the experimental group. Based on this result, it was concluded that the use of digital game and animation software has a positive impact on students' academic achievement and spatial thinking skills compared to the current curriculum. Furthermore, students generally have positive views of these digital tools.