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Views of students on the use of crossword and word search puzzle as a teaching technique in nursing education: A mixed-method study

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Abstract

Background The use of puzzles in education helps to improve, consolidate and ensure the permanence of the learned information and increases the motivation of students toward the lesson. Objectives This study was conducted to determine the views of nursing students on crossword and word search puzzles used within the scope of the course. Design A descriptive and qualitative design mixed-method study. Setting Department of Nursing, Faculty of Health Sciences, Ankara, Turkey. Participants A total of 96 students who agreed to participate in the study and completed all the puzzles were included in the quantitative phase of the study while 21 students who were assigned to the focus groups by simple randomization method participated in the qualitative phase. Methods In the study, 3 different puzzle booklets (2 word search puzzles, 2 crosswords, a total of 4 puzzles) were applied to the students four weeks apart during the semester. The data of the descriptive phase of the study were collected with the personal information form. In the qualitative phase of the study, two focus group meetings were conducted and the obtained statements were evaluated using the thematic analysis method. Results The students stated that the puzzles included what they needed to learn in the lesson, that they have learned useful information and that they understood the topics they needed to learn in the lesson. Four categories were determined as a result of the qualitative phase of the study: the feelings you get while solving a puzzle, the puzzle with its advantages, the puzzle with its difficulties, and the skills I have developed. Conclusions The students stated that they recommend the use of puzzles, that lessons become entertaining, learning becomes easier, their motivation increases and that puzzles provide the memorability of information.

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... WPP (see Supplementary Material Figure S3) has been reported to increase the motivation of students towards lessons [47,48]. According to Kalkan's study [48], students stated that solving puzzles increases their motivation for improvement and influences them to remember the information they have learned. ...
... WPP (see Supplementary Material Figure S3) has been reported to increase the motivation of students towards lessons [47,48]. According to Kalkan's study [48], students stated that solving puzzles increases their motivation for improvement and influences them to remember the information they have learned. The board game has been an effective learning tool for mastering English vocabulary in schools [47,49], and word search puzzles can be effective as a teaching technique in nursing education [48]. ...
... According to Kalkan's study [48], students stated that solving puzzles increases their motivation for improvement and influences them to remember the information they have learned. The board game has been an effective learning tool for mastering English vocabulary in schools [47,49], and word search puzzles can be effective as a teaching technique in nursing education [48]. WPP consisted of water pollutant words like Pesticides, Domestic waste, and Clinical waste hidden within a grid of letters. ...
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In the Ugandan curriculum, theoretical teaching predominates in conveying water-related topics due to its efficiency and low resource requirements. However, this teacher-centred approach limits student interaction and collaborative learning. Conversely, game-based learning can enhance social skills, critical thinking, and engagement, yet it remains underutilised in Ugandan education. To address this gap, this study developed three educational games: Water Conservation Snakes and Ladders (WCSL), Water Awareness Quartet Cards (WAQC), and Water Pollution Puzzle (WPP). These games were implemented in four schools—three primary and one secondary—where students engaged in competitive, team-based play. The impact of these games on learning outcomes was assessed through pre- and post-test questionnaires. Descriptive and thematic analysis indicated a significant positive effect, with WAQC showing a 25% greater influence on performance than WCSL (18%) and WPP (14%). The findings also underscored the importance of age in determining game acceptability and enjoyment. To enhance education on water-related issues, it is recommended that these topics be integrated into both Science and Social Studies curricula and taught consistently across academic terms. Ultimately, the Ugandan government should consider incorporating game-based learning strategies into schools to improve student engagement and learning in water resource management.
... Students will therefore feel more challenged when working on issues presented by the teacher after utilizing this crossword game. Additionally, because this might reduce pupils' boredom, they will comprehend the content that has been presented better than who only answer questions provided with a multiple-choice problem model or description (Kalkan et al., 2022;Nurhayati et al., 2019;Rohman et al., 2021). This is because by utilizing this medium, kids learn to recall, comprehend, and match words to the name and purpose of the item Sujarwo et al., 2019). ...
... However, they have not yet been well explored as a learning tool in Indonesia subject especially in Elementary school (Ritonga et al., 2021;Samsuddin et al., 2021). Some previous studies found that the students stated that The puzzles tested their understanding of the topics they needed to learn in the lesson as well as what they needed to learn in the lesson (Kalkan et al., 2022). This was supported by research, which revealed that using crossword puzzles to teach maharah qira'ah had surpassed HOTS standards and demonstrated that learning is student-centered. ...
... It enhances pupils' performance, critical thinking, and memory while being enjoyable (Agarwal et al., 2020;Syofiani et al., 2018). Some previous studies results stated that the students encourage the use of puzzles so that classes are fun, learning is made easier, students' motivation is increased, and puzzles help to make material memorable (Kalkan et al., 2022). This study was reinforced by another study that revealed employing puzzles will be introduced to other educators as a beneficial source of inspiration for their instruction (Milkova et al., 2015). ...
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Learning Model requires coaching and developing students' thinking skills, especially in the cognitive domain to combine playing with learning. Students are engaged in learning using the crossword puzzle method, both mentally and physically. The purpose of this study is to analyze the impact of the crossword puzzle model on students' interest to learn Indonesian based on how well students can read. This study employed a quasi-experimental experimental design. All 35 samples of third-grade pupils served as the study's subjects. Data collection techniques are observation, questionnaire and test and documentation. The data analysis techniques used is descriptive data analysis. According to research findings, adopting the crossword puzzle approach had an impact on students' enthusiasm in learning Indonesian based on literacy. Students' interest in learning Indonesian using crossword puzzle media was higher with an average score of 91.55 if compared with the control class that did not use crossword puzzle media, which was 64.23. It can be concluded that there is a significant effect of crossword puzzle media on students' interest in learning Indonesian. The implication of this study is in available for elementary schools in implementing learning with crossword puzzles, carried out and adapted to the abilities and conditions of students.
... Отдельным видом головоломок, которые используются в образовательном процессе, являются словесные головоломки, в частности кроссворды [14] и игры на поиск слов [13], которые в основном распространены в преподавании и изучении иностранного языка [26] и обучении медицине [27], а также в технических дисциплинах, например, при изучении полупроводников [28]. За исключением отдельных работ, например, статьи «The cryptic crossword puzzle as a useful analogue in teaching programming» Simon [29], в которой 20 лет назад было предложено использовать кроссворды-загадки для обучения программированию начинающих с целью развития аналитического мышления и навыков решения проблем, данные виды головоломок редко используются в обучении программированию, хотя обладают большим потенциалом развития когнитивных способностей [15]. ...
... Использование словесных головоломок улучшает обучение и запоминание информации, ориентирует студентов на базовые тезисы, на которых они должны сосредоточиться, дает хороший обзор материала, изложенного в лекциях [34], делает занятия более интересными и повышает мотивацию обучающихся [27], а также помогает находить выход из различных ситуаций и развивает навыки принятия решений [35]. Эти головоломки применяются как в командной работе, так и для повышения соревновательности в учебном процессе [34]. ...
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The use of special computer games in classes increases student engagement and maintains their interest in learning, including learning computer science. Due to the logical and rational nature of solving programming problems, logic games and puzzle games that develop cognitive abilities, logical and algorithmic thinking are well suited for teaching computer science. Considering the popularity of Wordle puzzle game and the fact that word games are very effective for developing cognitive abilities, a gaming chatbot with puzzle tasks organized according to Wordle principles was developed for learning computer science and programming. The aim of the article is to investigate the effect of the developed gaming chatbot on students’ algorithmic and logical thinking. The study involved 3rd year undergraduate students of the educational program “Information Systems and Technologies”, Faculty of Information Technologies, Moscow Polytechnic University. The students used the gaming chatbot outside of class for 10 days and completed surveys before and after use. The analysis of the students’ surveys showed the impact of this gaming chatbot on the activation of memory, attention and to a greater extent logical thinking of the students, as well as on assessing students’ perception of the complexity of programming, their own knowledge of programming languages and logical thinking skills. The results of the study expand current ideas regarding the use of gaming chatbots and Wordle-type puzzle tasks in teaching computer science and programming. The presented gaming chatbot will help to increase students’ interest in classes, students’ involvement in the learning process, and ensure the development of their cognitive abilities. The conclusions of the article may be of practical interest to informatics and programming teachers. They contribute to the development of the direction of building gaming chatbots, as well as the use of word puzzles for teaching computer science.
... It is important in nursing education to focus on student-centered education other than traditional methods to provide students with the behaviors required by the profession and to ensure the permanence of knowledge through learning activities (Kalkan et al., 2022). To realize active learning and increase the quality of education, it is necessary to carry out activities that increase the learning motivation of students (Eyikara and Baykara, 2018;Mshayisa, 2020;Nurhayati et al., 2019;Hung et al., 2020). ...
... The students in the intervention group were asked to solve a total of 6 puzzles, one puzzle each week. Students were not given time because it was stated in the literature that students were worried about not being able to nish the puzzles and that they should be allowed to check their correct answers (Agarwal and Rao, 2017; Abuelo et al., 2016; Kalkan et al., 2022). The answers that should be in the prepared puzzles covered the theoretical course topics of psychiatric nursing. ...
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Purpose – The purpose of this study is to determine whether the use of online puzzles in the instructional process has an effect on student achievement and learning retention. This study examined students ' perception and experiences on use of puzzle as an alternative evaluation tool. To achieve this aim, the following hypotheses were tested: using puzzle activities in lessons increases student achievement, using puzzle activities in lessons increases retention of information learned by the students and students have positive attitudes toward using puzzle activities in lessons. This study uses an online puzzle system (OPS) by which instructors can prepare puzzle activities for students to solve online. The technical and functional properties of the OPS developed and used are beyond the scope of this study. Design/methodology/approach – A pre- and post-test with control group experimental research design was implemented. Study participants were tenth-grade students in the Information Technologies Department of Gazi Anatolia Technical and Industrial Vocational School in Elazig during the 2011-2012 year. Thirty students each were chosen for the experimental and control groups, totaling 60 students. During the study, a traditional instruction method was used for the control group, while the experimental group received both traditional instruction and performed activities using the OPS. The subject Fundamentals of Networking was chosen, and the implementation period lasted six weeks. Four weeks after completion of the study, the achievement level of students was calculated again to test learning retention. Findings – The first hypothesis of the study is, “Using puzzle activities in the lessons increases the achievement of the students”. In the teaching of the Networking Fundamentals Module of Information Technologies Course for tenth graders, a significant difference in favor of the experimental group was seen, where online puzzle activities were used in terms of student achievement. The second hypothesis of the study is, “Using puzzle activities in the lessons increase the retention of the information learned by the students”. Four weeks after completion of the study, the achievement levels of the students were calculated again to test learning retention. The learning retention of the students in the experimental group is higher than that of the students in the control group. In addition, students in the experimental group had positive attitudes toward online puzzle activities. Doing online puzzle activities accelerates learning for students and helps them learn networking terms by creating an enjoyable environment. Research limitations/implications – The current study was limited to six weeks of implementation during the 2011-2012 school year at Gazi Anatolia Technical and Industrial Vocational High School in Elazig. Similar studies could be conducted in other schools for longer periods and at different levels, so the findings can be compared with those of the current study. This study is further limited to an Information Technologies Course. Studies can be conducted with various courses using appropriate online puzzle activities. Puzzle types other than the crossword used in the OPS of the current study should be developed and added. The system should also be developed by visual multimedia objects, allowing it to be more interactive. Moreover, in the development process of such an OPS, educators, software designers, psychologists and scholars from other fields should work together. Usability tests should be conducted to improve user-friendliness of the system by adding various features related to functionality and visuality. Practical implications – From the findings of the study, it can be concluded that online puzzle activities help students understand subjects better and aid in exam preparation. Moreover, these activities are effective for students in terms of increasing understanding and retention of learned terms in and outside class, forming valuable learning experiences. Doing online puzzle activities in class as a course-end activity can be said to be more effective in students’ learning than doing them outside of class. Crossword puzzles offer opportunities for students to accelerate learning by quickly mastering new words and phrases and by directing students to more actively interact with computer-related vocabulary and terminology as compared with the rote learning method. Originality/value – Paper-based puzzles are frequently used, and there are few Web-based puzzles. Despite their frequent use, preparing and evaluating paper-based puzzles can require a significant time investment; another disadvantage is the lack of immediate feedback. Based on the literature review, there is no dynamic OPS used for educational purposes. This study uses an OPS by which instructors can prepare puzzle activities for students to solve online. The originality of this study is OPS features and puzzle generation mechanism. The system presents a user-friendly interface with Turkish character (or any language) support and number-writing properties.
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The aim of the present article is to describe a puzzle developed for use in teaching cardiac physiology classes. The puzzle presents figures of phases of the cardiac cycle and a table with five columns: phases of cardiac cycle, atrial state, ventricular state, state of atrioventricular valves, and pulmonary and aortic valves. Chips are provided for use to complete the table. Students are requested to discuss which is the correct sequence of figures indicating the phases of cardiac cycle. Afterward, they should complete the table with the chips. Students of biology, dentistry, medicine, pharmacy, and nursing graduation courses from seven institutions performed the puzzle evaluation. They were invited to indicate whether the puzzle had been useful for learning about the subject by filling one of four alternatives. Of the students, 4.6% answered that it was not necessary but helped them to confirm what they had learned, 64.5% reported that although they had previously understood the cardiac cycle, the puzzle helped them to solve doubts and promoted a better understanding of it, and 30.9% said that they needed the puzzle to understand the cardiac cycle, without differences among courses, institutions, and course semesters. The results of the present study suggest that a simple and inexpensive puzzle may be useful as an active learning methodology applied after the theoretical lecture, as a complementary tool for studying cardiac cycle physiology. Copyright © 2015 The American Physiological Society.
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Evaluating the quality of research is essential if findings are to be utilised in practice and incorporated into care delivery. In a previous article we explored ‘bias’ across research designs and outlined strategies to minimise bias.1 The aim of this article is to further outline rigour, or the integrity in which a study is conducted, and ensure the credibility of findings in relation to qualitative research. Concepts such as reliability, validity and generalisability typically associated with quantitative research and alternative terminology will be compared in relation to their application to qualitative research. In addition, some of the strategies adopted by qualitative researchers to enhance the credibility of their research are outlined.
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Qualitative content analysis is commonly used for analyzing qualitative data. However, few articles have examined the trustworthiness of its use in nursing science studies. The trustworthiness of qualitative content analysis is often presented by using terms such as credibility, dependability, conformability, transferability, and authenticity. This article focuses on trustworthiness based on a review of previous studies, our own experiences, and methodological textbooks. Trustworthiness was described for the main qualitative content analysis phases from data collection to reporting of the results. We concluded that it is important to scrutinize the trustworthiness of every phase of the analysis process, including the preparation, organization, and reporting of results. Together, these phases should give a reader a clear indication of the overall trustworthiness of the study. Based on our findings, we compiled a checklist for researchers attempting to improve the trustworthiness of a content analysis study. The discussion in this article helps to clarify how content analysis should be reported in a valid and understandable manner, which would be of particular benefit to reviewers of scientific articles. Furthermore, we discuss that it is often difficult to evaluate the trustworthiness of qualitative content analysis studies because of defective data collection method description and/or analysis description.
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Qualitative research explores complex phenomena encountered by clinicians, health care providers, policy makers and consumers. Although partial checklists are available, no consolidated reporting framework exists for any type of qualitative design. To develop a checklist for explicit and comprehensive reporting of qualitative studies (in depth interviews and focus groups). We performed a comprehensive search in Cochrane and Campbell Protocols, Medline, CINAHL, systematic reviews of qualitative studies, author or reviewer guidelines of major medical journals and reference lists of relevant publications for existing checklists used to assess qualitative studies. Seventy-six items from 22 checklists were compiled into a comprehensive list. All items were grouped into three domains: (i) research team and reflexivity, (ii) study design and (iii) data analysis and reporting. Duplicate items and those that were ambiguous, too broadly defined and impractical to assess were removed. Items most frequently included in the checklists related to sampling method, setting for data collection, method of data collection, respondent validation of findings, method of recording data, description of the derivation of themes and inclusion of supporting quotations. We grouped all items into three domains: (i) research team and reflexivity, (ii) study design and (iii) data analysis and reporting. The criteria included in COREQ, a 32-item checklist, can help researchers to report important aspects of the research team, study methods, context of the study, findings, analysis and interpretations.
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Learner-centred education has been shown to be an effective teaching method in the healthcare disciplines that integrate practical skills and theoretical knowledge. However, the elements of learner-centred education that influence students' motivation and engagement in learning remain unclear. In this descriptive qualitative research study, 43 nursing students in a baccalaureate nursing programme in Hong Kong who enrolled in a disaster and trauma nursing course were recruited through purposive sampling. Data were collected through semi-structured, face-to-face, focus group interviews. The transcribed interviews were interpreted through the use of qualitative analysis. This study revealed that adopting learner-centred education techniques in a disaster nursing course could cater to the hedonic nature and practical nature of learning disaster nursing, which consequently strengthens student's motivation and engagement in learning. The findings also suggested that learner-centred education could improve nursing students' learning experience and promote their transformation from passive and receptive students into proactive learners. The present study provides a greater and more focused understanding of the elements of learner-centred education that promote motivation and engagement in learning among nursing students. This study could offer insights into the development and evaluation of disaster nursing courses and other subjects in the undergraduate nursing curriculum.
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Objective This study was conducted to investigate if crossword puzzles as active learning tools can improve the knowledge retention of nursing students in pharmacology of epilepsy and improve their performance in writing the correct spelling of antiepileptic drugs (AEDs). Methods The present study was a randomized controlled prospective parallel study in which a control group design with pretests and posttests were used among nursing students. Students were randomly allocated to either control group (n = 114) who received routine learning or intervention group (n = 110) who received crossword puzzles. Both control and intervention groups had to complete multiple-choice question (MCQs) and spelling pretests and posttests. Results Scores of the MCQs and spelling pretests were not statistically different (p-value > 0.05) for participants in all achievement categories in both control and intervention groups. In the intervention group, scores in the first and second MCQs and spelling posttests were significantly higher than their corresponding scores in the pretest scores for participants from the all achievement categories (p-value < 0.05) and scores of the first and second MCQs and spelling posttests were not significantly different (p-value > 0.05). Data analyses showed that there were significant normalized changes between scores of students in across all achievement categories. Conclusion Findings of this study suggested that crossword puzzles were effective in improving the learning of nursing students about the pharmacology of epilepsy and writing correct spelling of AEDs. Educators should consider using crossword puzzles as active learning tools to improve knowledge of nursing students about the pharmacology of epilepsy.
Article
Background: According to previous studies on nursing education, although the use of games can produce positive results, the vast majority are based on questions and answers or on clinical situations. As an alternative, the ‘Escape Room’ teaching game is a much more dynamic option to asses theoretical and practical knowledge, and it may also promote teamwork and the ability to perform under pressure. Objectives: To analyse nursing students’ opinions and study motivations after using the nursing ‘Escape Room’ teaching game. Design: Cross-sectional descriptive study. Participants: Second-year nursing students enrolled in the ‘Adult Nursing 1’ subject. Method: After completing the teaching game, the students who had taken part in it were asked to fill in an ad-hoc questionnaire on the matter. In this game, students have 30 min in which they must solve the riddles and puzzles presented, and thus escape. In doing so, they must demonstrate both theoretical and practical knowledge, and a teacher will remain in the classroom to assess whether the nursing techniques in question are correctly performed. Results: The nursing students who took part in the game strongly believed that this ‘helped them learn the subject’ (4.8 points) and that ‘more games of this type should be included in their nursing studies’ (4.8 points). Overall, they considered that ‘the game was enjoyable’ (4.6 points), ‘helped them in the exam’ (4.6 points), and ‘motivated them to study’ (4.5 points). Conclusions: The ‘Escape Room’ is a useful game; it stimulates learning, is fun to play, and motivates studying.
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Issue We are seeing the use of qualitative research methods more regularly in health professions education as well as pharmacy education. Often, the term “thematic analysis” is used in research studies and subsequently labeled as qualitative research, but saying that one did this type of analysis does not necessarily equate with a rigorous qualitative study. This methodology review will outline how to perform rigorous thematic analyses on qualitative data to draw interpretations from the data. Methodological Literature Review Despite not having an analysis guidebook that fits every research situation, there are general steps that you can take to make sure that your thematic analysis is systematic and thorough. A model of qualitative data analysis can be outlined in five steps: compiling, disassembling, reassembling, interpreting, and concluding. My Recommendations and Their Applications Nine practical recommendations are provided to help researchers implement rigorous thematic analyses. Potential Impact As researchers become comfortable in properly using qualitative research methods, the standards for publication will be elevated. By using these rigorous standards for thematic analysis and making them explicitly known in your data process, your findings will be more valuable.
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Background: The acquisition of cognitive, affective and psychomotor knowledge and skills are required in nursing, made possible via an interactive teaching method, such as simulation. Objective and design: This study conducted to identify the impact of simulation on first-year nursing students' ability to learn vital signs. Setting and participants: A convenience sample of 90 first-year nursing students enrolled at a University, Ankara, in 2014-2015. Method: Ninety students enrolled for lessons on the "Fundamentals of Nursing" were identified using a simple random sampling method. The students were taught vital signs theory via traditional methods. They were grouped into experimental 1, experimental 2 and control group, of 30 students each. Students in the experimental 1 group attended sessions on simulation and those in the experimental 2 group sessions on laboratory work, followed by simulation. The control group were taught via traditional methods and only attended the laboratory work sessions. The students' cognitive knowledge acquisition was evaluated using a knowledge test before and after the lessons. The ability to measure vital signs in adults (healthy ones and patients) was evaluated using a skill control list. Results: A statistically significant difference was not observed between the groups in terms of the average pre-test scores on knowledge (p>0.050). Groups exposed to simulation obtained statistically significantly higher scores than the control group in post-test knowledge (p<0.050). The ability of the groups exposed to simulation to measure vital signs in healthy adults and patients was more successful than that the control group (p<0.050). This was statistically significant. Conclusion: Simulation had a positive effect on the ability of nursing students to measure vital signs. Thus, simulation should be included in the mainstream curriculum in order to effectively impart nursing knowledge and skills.
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Objective: Grounded theory (GT) is an established qualitative research method, but few papers have encapsulated the benefits, limits, and basic tenets of doing GT research on user and provider experiences of health care services. GT can be used to guide the entire study method, or it can be applied at the data analysis stage only. Methods: We summarize key components of GT and common GT procedures used by qualitative researchers in health care research. We draw on our experience of conducting a GT study on amyotrophic lateral sclerosis patients' experiences of health care services. Findings: We discuss why some approaches in GT research may work better than others, particularly when the focus of study is hard-to-reach population groups. We highlight the flexibility of procedures in GT to build theory about how people engage with health care services. Conclusion: GT enables researchers to capture and understand health care experiences. GT methods are particularly valuable when the topic of interest has not previously been studied. GT can be applied to bring structure and rigor to the analysis of qualitative data.
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The emergence of a new paradigm of inquiry (naturalistic) has, unsurprisingly enough, led to a demand for rigorous criteria that meet traditional standards of inquiry. Two sets are suggested, one of which, the “trustworthiness” criteria, parallels conventional criteria, while the second, “authenticity” criteria, is implied directly by new paradigm assumptions.
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The purpose of this paper is to emphasize the importance of sampling and sample size considerations in all qualitative research. Such considerations would help qualitative researchers to select sample sizes and sampling designs that are most compatible with their research purposes. First, we discuss the importance of sampling in qualitative research. Next, we outline 24 designs for selecting a sample in qualitative research. We then discuss the importance of selecting a sample size that yields data that have a realistic chance of reaching data saturation, theoretical saturation, or informational redundancy. Based on the literature, we then provide sample size guidelines for several qualitative research designs. As such, we provide a framework for making sampling and sample size considerations in interpretive research.
The effect of concept teaching through crosswords on students' achievement in Turkish course
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Bilgin, D., Bekiroglu, N., 2021. The effect of concept teaching through crosswords on students' achievement in Turkish course. J. Int. Soc. Res. 14 (76), 485-495.
Evaluation of puzzle activities in secondary school turkish language textbooks in terms of synonyms vocabulary teaching
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Çoban, İ., Polatcan, F., 2020. Evaluation of puzzle activities in secondary school turkish language textbooks in terms of synonyms vocabulary teaching. International Journal of Turkish Literature Culture Education (TLCE) 9 (3), 1151-1166 (in Turkish).
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