Abstract
This study aimed to investigate the impact of Learning Trajectories (LT2)-based games on the mathematical learning of four-year-old kindergarteners. The research employed the ADDIE paradigm, incorporating a pre-test, post-test, and a control group experimental design. The sample group comprised 30 children—15 in the experimental group and 15 in the control group—enrolled in an independent kindergarten in the center of Muğla. The research initially adhered to the five fundamental stages of the ADDIE model: analysis, design, development, implementation, and evaluation, in a comprehensive manner. We created twelve games grounded in the learning trajectories and, in the concluding phase, administered a pre-test and post-test to assess the model’s efficacy. The experimental group’s TEMA-3 post-test results markedly surpassed those of the control group, demonstrating a substantial influence. This indicates that digital games designed around learning trajectories are an excellent means of enhancing mathematical abilities.
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