THE EFFECTS OF DIGITAL GAMES ON MIDDLE SCHOOL STUDENTS: CASE OF KARABÜK

Küçük Resim Yok

Tarih

2022

Dergi Başlığı

Dergi ISSN

Cilt Başlığı

Yayıncı

T.C. Milli Egitim Bakanligi

Erişim Hakkı

info:eu-repo/semantics/openAccess

Özet

The aim of this study is to define the effects of digital games on middle school students. In the study a questionnaire which is one of the primary data collection tools, was selected to evaluate the attitudes of secondary school students towards digital games and the analysis of the data was carried out by quantitative method. The applied research was conducted on 655 students in ten different secondary schools in Karabük. Schools were selected with the intentional sampling method. The questionnaires were applied face-to-face under the supervision of the questionnaire team staff and teacher in the classrooms of students between January-February 2020. The data obtained were analysed in SPSS 23.0 program and parametric tests were conducted to reveal the differences with factor analysis. According to the findings of the study, it was seen that digital games have a feature to increase the motivation of students to connect. In addition, it has been observed that students care about the purpose of socialization in digital games which they found to have high meaning and value in the game. In the conclusion, evaluations were made in the context of the related literature. © 2022, Milli Egitim. All Rights Reserved.

Açıklama

Anahtar Kelimeler

Digital games, Digitalization, Globalization, Karabük, Middle education

Kaynak

Milli Egitim

WoS Q Değeri

Scopus Q Değeri

Q3

Cilt

51

Sayı

233

Künye