
1. Teacher Survey:
Teacher Preliminary Survey Analysis
22 teachers participated in the preliminary survey - analysis
https://digipad.app/p/1364987/d1d8e735ef975
Teacher Preliminary Survey Analysis
https://www.canva.com/design/DAG174cxpDw/CdEAZNMyTcpS1QkoSgQwUw/view?utm_content=DAG174cxpDw&utm_campaign=designshare&utm_medium=embeds&utm_source=link

Results of the first survey conducted with teachers
Before-After Survey Analysis: Our/The Teacher's Journey in the Sudoku Puzzle Game















The chart above illustrates the thematic distribution of the qualitative feedback received from project partners. It is evident that 65% of the responses focus on the dual impact of professional development for teachers and the cognitive engagement of students, confirming that the project met its core pedagogical goals.

2. Teacher Survey
https://docs.google.com/forms/d/e/1FAIpQLSfZ3QDIAjHC5Lr8XMxOw2XJ2nGrZbjXLs7YDlhgRS_V2UdJ9g/viewform?usp=header
All teachers fully participated in the survey.


TEACHER FINAL-SURVEY ANALYSIS


Focus on cognitive benefits and logical thinking. Total consensus on the pedagogical value of Sudoku.


Focus on "learning transfer." Students' voluntary participation in Sudoku during free time proves the project's behaviora


Focus on collaboration. 100% satisfaction highlights effective communication and strong partnership among members.


Qualitative Feedback from Partners

Qualitative Feedback from Partners

Highlights qualitative feedback from teachers on modern pedagogical methods. The consensus is that integrating logic games into the curriculum provided new perspectives and fostered a highly motivating collaborative environment for professional growth.

Student Survey (FIRST)
https://docs.google.com/forms/d/e/1FAIpQLSf0d2xFlNC5NMHsX2riT-UqDCDbW8aJ9VhfsQ4XvAnVJXoMdQ/viewform?usp=dialog











Student Survey Analysis Link (FIRST)
https://www.canva.com/design/DAG3Gx7uHTg/hyb_vyxSTOMxJeVpGHWaOw/edit?utm_content=DAG3Gx7uHTg&utm_campaign=designshare&utm_medium=link2&utm_source=sharebutton
https://gitmind.com/app/docs/m801iddk

Student Survey (FINAL)
https://forms.gle/A7cNMeoJG1Rfszrm8

The analysis of the questionnaire "Our journey through the intelligence game Sudoku" aims to evaluate the students' experience and understand the impact of the activities. Specifically, through the children's responses, we seek the following information:
Demographics and Participation: We identify the profile of the participants based on gender (Boy/Girl) and country of origin (Bulgaria, Greece, Lithuania, Poland, Romania, Türkiye) to see the reach of the program.
Level of Understanding: We check if the activities achieved their educational goal—specifically, whether the children feel they now know what Sudoku is.
Acceptance and Satisfaction: We measure the extent to which students enjoyed the activities and if they are willing to play Sudoku again in the future, which indicates the sustainability of the project.
Level of Difficulty: We assess whether the content was age-appropriate by analyzing if Sudoku seemed easy, a bit difficult, or very difficult to them.
Learning Preferences: We investigate which part of the process was most engaging for them (e.g., the act of playing, working with friends, using colors/shapes, or using digital means like computers/tablets) to improve future teaching methods.
Emotional State: We record the psychological impact of the game, specifically whether it made the children feel happy, calm, or if they found it hard.



Student Survey Analysis (Final)






Parent Survey (first)
https://docs.google.com/forms/d/e/1FAIpQLSdAOcw93dbwJrEpvubGFjuYNNbWUTErsYPtATqw2lb8P0NvBA/viewform?usp=dialog
PARENT SURVEY ANALYSIS
Our journey in the Sudoku puzzle game







https://www.canva.com/design/DAG3tkFC6eU/e570w669IceYGdKpuXWkuA/view?utm_content=DAG3tkFC6eU&utm_campaign=designshare&utm_medium=embeds&utm_source=link
Parent Survey (Final)
https://docs.google.com/forms/d/e/1FAIpQLScofwZxicSVm_o0-yZXqalWZGL0aZp73Xfn3AlxIknoNNNyNg/viewform?usp=header




PRE- AND POST-PARENT SURVEY ANALYSIS



Data was collected with the participation of parents, and the analysis of the project's outputs has begun.

95.3% of parents became familiar with eTwinning during the project process. This result highlights the project's high success in dissemination and raising stakeholder awareness."


99.6% of parents reported that their children enjoyed participating in the project. The high engagement rate demonstrates that the game-based learning approach effectively motivated the students.

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"Our journey in the Sudoku puzzle game: first and final survey analysis and evaluations."
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