EXAMINING THE PREDICTION OF DIGITAL GAME ADDICTION AWARENESS ON DIGITAL EDUCATIONAL GAME USAGE

Author:

KARABULUT COŞKUN Burcu1,AKÇAY Arif1

Affiliation:

1. KASTAMONU UNIVERSITY

Abstract

Background: Individuals need to be conscious and aware not to experience the negative effects of digital games and identiyf the difference between dijital games and digital educational games. The use of digital educational games has four sub-dimensions. These are the "emotional approach,", the "perceived usefulness," "perceived control," and "behavioral approach” (Sarıgöz, Bolat, & Alkan, 2018). In this study, these sub-dimensions analyzed in the frame of digital game addiction awareness. Purposes: This study examines the predictors of pre-service teachers' awareness of digital game addiction and their use of digital educational games. Methodology/Approach: The data of this study, in which the correlational predictive research method was used, were collected through the Digital Game Addiction Awareness Scale and the Digital Educational Game Use Scale. Findings: As a result of the study in which 246 pre-service teachers participated; there is a negative relationship between pre-service teachers' awareness of digital game addiction and their emotional approach towards their use of digital educational games, their perceived usefulness of digital educational games, their perceived control in digital educational games using and their behavioral approaches to digital educational game use, which expresses the preference of digital educational games over other games, and the relationship between digital educational game playing situations are determined. In addition, it was determined that all of these relationships were predictive. Discussion: Digital educational games are played to learn. While it is expected that teacher candidates' awareness of digital game addictions will increase, it is recommended to raise awareness of the benefits of digital educational games so that they do not have negative feelings about digital educational games.

Publisher

Journal of Learning and Teaching in Digital Age

Reference65 articles.

1. Akcaoglu, M. (2013). Cognitive and motivational impacts of learning game design on middle school children (Michigan State University). Retrieved from https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwjKsJGyxMj0AhXHSPEDHb9RDv4QFnoECAUQAQ&url=https%3A%2F%2Fd.lib.msu.edu%2Fetd%2F1782%2Fdatastream%2FOBJ%2Fdownload%2FCognitive_and_motivational_impacts_of_learning_game_design_on_middle_school_children.pdf&usg=AOvVaw2wFIYuhG4EZTHY6e0Qpx9F

2. Akçayır, G. (2013). Dijital oyunların sağlığa etkisi. In M. A. Ocak (Ed.), Eğitsel Dijital Oyunlar. Ankara: Pegem Akademi Yayıncılık.

3. Alaswad, Z., & Nadolny, L. (2015). Designing for game-based learning: The effective integration of technology to support learning. Journal of Educational Technology Systems, 43(4), 389–402. https://doi.org/10.1177/0047239515588164

4. Alpar, R. (2013). Uygulamalı çok değişkenli istatistiksel yöntemler (4th ed.). Ankara: Detay Yayıncılık.

5. American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (DSM–5). Washington, DC: American Psychiatric Association Publishing.

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. An Educational Computer Game: The Secret in Nature;Boğaziçi Üniversitesi Eğitim Dergisi;2023-08-07

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3