
The results of the analysis showed that the agreement between the raters was found to be good. Map reading skills were evaluated according to the severity/leniency of the raters and the difficulty of the students in exhibiting the behavior.

They were examined with the many-facet Rasch model (MFRM). During the orienteering activity, the map reading skills of the students were scored by 5 raters with this rubric in terms of four criteria, direction/location, recognizing signs/symbols, using landforms and managing time. The content validity of the developed rubric was calculated with the Davis Technique and it was thought that sufficient evidence was obtained for the content validity. An analytical rubric consisting of four criteria and scored in four categories was used to collect data in the study. To this end, a total of 10 students attending the Department of Social Studies Teaching in the Education Faculty of Burdur Mehmet Akif Ersoy University and taking the course of Map Skills and Applications were selected. The purpose of the current study is to examine the map reading skills of Social Studies pre-service teachers with orienteering, which is an activity-based and more active practice. Figure 1 shows the main screen of geo-game 2 "Battleship" before practiced out of the computer, on a board, but now in digital media, more apps can be added, sounds and icons that can be used in the discussion of geo- graphic network coordinates with examples of what are the meridians and parallels and stimulating development of guidance for students (compass, left, right, north, south, east, west, northeast, southeast. With the use of computational environment in games, the educator has made it possible to motivate more and more the student body to handle these games and thus better understand the geo- graphic strategies that can be related to the subject discussed in class. use of traditional games such as "treasure hunt" or "battleship" are methodological practices long applied by educators in the classroom to explain the location and address the objects and phenomena that take place on Earth surface and, with the advent of computers, the ludic way of working with interactive games in geography teaching could be strengthened. The game continues until a player has lost all their ships. If you hit an enemy ship, that tile will turn red. On your turn, select a tile on your opponent's board that you haven't yet shot at. In the shooting phase, players take turns shooting at the opponent's ships. Once both players have selected the Ready button, the game moves onto the shooting phase. Once you've placed all your ships, select the "Ready" button. You can also rotate a ship by selecting the rotate button.

Place a ship by selecting it, and then selecting a tile on your board where you'd like to place the ship. To start, you should see five ships: a carrier, battleship, cruiser, submarine and destroyer. Once you start the game, you will first need to place your own ships. Your opponent can join your game by using the exact same room name, or by copying the room link.

The room name can be anything you like (ex: "joan's room"). To get started, enter a name for yourself (ex: "player-100") and a room name. In Battleship, the goal is win by sinking your opponent's ships.
