This study was conducted to examine the effect of the educational digital game prepared for the sixth-grade science course “Conduction of Electricity” on student achievement and motivation toward the course. Quasi-experimental pre-test post-test paired control group design, one of the quantitative research methods, was used in the study. The study used science academic achievement tests and motivation scales for science courses as data collection tools. The study consisted of a total of 26 students studying in two different sixth grades with equal socioeconomic levels in the district center of a province in the Black Sea region. After the pretest application of the academic achievement and motivation scale, the experimental group was taught with educational digital game-supported instruction, and the control group was taught according to the science textbook. The researchers developed the educational digital game used in the experimental group. At the end of the study, the academic achievement and motivation scale post-test was applied to the experimental and control groups. The data were analyzed with the help of a statistical package program. When the results of the analysis were analyzed, a significant difference was found between the pre-test and post-test of academic achievement in science of the experimental and control groups. However, there was no significant difference between the two groups in the post-test results of academic achievement between the groups. The teaching techniques used in both the control group and the experimental group increased the academic achievement of the students but did not create a significant difference between the post-test scores of the experimental group and the control group. The post-test means scores of the experimental and control groups on the motivation scale for science increased compared to the pre-test mean scores, and a significant difference was observed. However, there was no significant difference between the post-test scores of the groups. The teaching techniques applied in the groups increased the motivation of both groups equally.
Educational Digital Game, Science Education, Motivation, Conduction of Electricity, Unity 3D.