Research Article
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Year 2023, Volume: 8 Issue: 1, 71 - 81, 08.01.2023
https://doi.org/10.53850/joltida.1098602

Abstract

References

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  • Canoğulları, Ö. (2014). İnternet bağımlılık düzeyleri farklı ergenlerin cinsiyetlerine göre psikolojik ihtiyaçları, sosyal kaygıları ve anne baba tutum algılarının incelenmesi [Examination of adolescents with different levels of internet addiction in terms of psychological needs [Master Thesis, Çukurova University]. https://tez.yok.gov.tr/UlusalTezMerkezi/TezGoster?key=48XPj7KKQhKUgntkUiKO3HyXO6nphKr-b6YZBQp5fWyusywCd3dMH0zXQnuZIRVA
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  • Clement, J. (2021). Number of active video gamers worldwide from 2015 to 2023. https://www.statista.com/statistics/748044/number-video-gamers-world/
  • Dönmez, Ş. (2018). Çevrimiçi oyun bağımlılığının bilinçli farkındalık ve yaşam doyumu ile ilişkisi [The relationship among online gaming addiction, mindfulness, and life satisfaction] [Master Thesis, Fatih Sultan Mehmet Vakıf University]. https://tez.yok.gov.tr/UlusalTezMerkezi/tezDetay.jsp?id=iIbh_FzHfTFsf81MRaX8RQ&no=m5qvosbrG7bzKcMZPt52RQ
  • Eni, B. (2017). Lise öğrencilerinin dijital oyun bağımlılığı ve algıladıkları ebeveyn tutumlarının değerlendirilmesi [Evaluation of digital game addiction and response of high school students] [Master Thesis, Haliç University]. https://tez.yok.gov.tr/UlusalTezMerkezi/tezDetay.jsp?id=1B6T3kXGX8ouQj5G5KPrTQ&no=KX4tIpwhzBM12au4sksylg
  • Entertainment Software Association. (2021). 2021 essential facts about the video game industry. https://www.theesa.com/resource/2021-essential-facts-about-the-video-game-industry/
  • Felicia, P. (2009). Digital games in schools: A handbook for teachers. http://games.eun.org/2009/09/teachers_handbook_on_how_to_us_1.html
  • Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2012). How to design and evaluate research in education (8th ed.). McGraw-Hill.
  • Gentile, D. A. (2011). The multiple dimensions of video game effects. Child Development Perspectives, 5(2), 75–81. https://doi.org/10.1111/j.1750-8606.2011.00159.x
  • Gentile, D. A., Swing, E. L., Lim, C. G., & Khoo, A. (2012). Video game playing, attention problems, and impulsiveness: Evidence of bidirectional causality. Psychology of Popular Media Culture, 1(1), 62–70. https://doi.org/10.1037/a0026969
  • Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females’ dislikes. Journal of Computer-Mediated Communication, 11(4), 910–931. https://doi.org/10.1111/j.1083-6101.2006.00301.x
  • Huang, W.-H. (2011). Evaluating learners’ motivational and cognitive processing in an online game-based learning environment. Computers in Human Behavior, 27(2), 694–704. https://doi.org/10.1016/j.chb.2010.07.021
  • Huang, Y. M. (2019). Exploring students’ acceptance of educational computer games from the perspective of learning strategy. Australasian Journal of Educational Technology, 35(3), 132–149. https://doi.org/10.14742/ajet.3330
  • Hussein, E. E., Shiang, T. J., & Wehelie, A. I. (2017). Mediating effect of attitude on awareness toward the addiction behaviour of Pokémon Go players in Malaysia. Journal of Management and Marketing Review, 2(2), 8–13. https://doi.org/10.35609/jmmr.2017.2.2(2)
  • Jackson, L. C., O’Mara, J., Moss, J., & Jackson, A. C. (2018). A critical review of the effectiveness of narrative-driven digital educational games. International Journal of Game-Based Learning, 8(4), 32–49. https://doi.org/10.4018/IJGBL.2018100103
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Examining The Prediction of Digital Game Addiction Awareness on Digital Educational Game Usage

Year 2023, Volume: 8 Issue: 1, 71 - 81, 08.01.2023
https://doi.org/10.53850/joltida.1098602

Abstract

Background: Individuals need to be conscious and aware not to experience the negative effects of digital games and identify the difference between dijital games and digital educational games. The use of digital educational games has four sub-dimensions. These are the "affective 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.

References

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  • 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
  • Alpar, R. (2013). Uygulamalı çok değişkenli istatistiksel yöntemler (4th ed.). Detay Yayıncılık.
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  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173. https://doi.org/10.1037/a0018251
  • Baek, Y. K. (2010). Gaming for classroom-based learning: Digital role playing as a motivator of study. IGI Global.
  • Ballard, M., Gray, M., Reilly, J., & Noggle, M. (2009). Correlates of video game screen time among males: Body mass, physical activity, and other media use. Eating Behaviors, 10(3), 161–167. https://doi.org/10.1016/j.eatbeh.2009.05.001
  • Benoit, J. J., Roudaia, E., Johnson, T., Love, T., & Faubert, J. (2020). The neuropsychological profile of professional action video game players. PeerJ, 8, 1–25. https://doi.org/10.7717/peerj.10211
  • Bonanno, P., & Kommers, P. A. M. (2008). Exploring the influence of gender and gaming competence on attitudes towards using instructional games. British Journal of Educational Technology, 39(1), 97–109. https://doi.org/10.1111/j.1467-8535.2007.00732.x
  • Bösche, W., & Kattner, F. (2013). Fear of (serious) digital games and game-based learning?: Causes, consequences and a possible countermeasure. In P. Felicia (Ed.), Developments in Current Game-Based Learning Design and Deployment (pp. 203–218). IGI Global. https://doi.org/10.4018/978-1-4666-1864-0.ch015
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  • Bruni, O., Sette, S., Fontanesi, L., Baiocco, R., Laghi, F., & Baumgartner, E. (2015). Technology use and sleep quality in preadolescence and adolescence. Journal of Clinical Sleep Medicine, 11(12), 1433–1441. https://doi.org/10.5664/jcsm.5282
  • Camilleri, A. C., & Camilleri, M. A. (2019). The students’ perceived use, ease of use and enjoyment of educational games. 13th Annual International Technology, Education and Development Conference. https://doi.org/10.21125/inted.2019.0579
  • Canoğulları, Ö. (2014). İnternet bağımlılık düzeyleri farklı ergenlerin cinsiyetlerine göre psikolojik ihtiyaçları, sosyal kaygıları ve anne baba tutum algılarının incelenmesi [Examination of adolescents with different levels of internet addiction in terms of psychological needs [Master Thesis, Çukurova University]. https://tez.yok.gov.tr/UlusalTezMerkezi/TezGoster?key=48XPj7KKQhKUgntkUiKO3HyXO6nphKr-b6YZBQp5fWyusywCd3dMH0zXQnuZIRVA
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  • Clement, J. (2021). Number of active video gamers worldwide from 2015 to 2023. https://www.statista.com/statistics/748044/number-video-gamers-world/
  • Dönmez, Ş. (2018). Çevrimiçi oyun bağımlılığının bilinçli farkındalık ve yaşam doyumu ile ilişkisi [The relationship among online gaming addiction, mindfulness, and life satisfaction] [Master Thesis, Fatih Sultan Mehmet Vakıf University]. https://tez.yok.gov.tr/UlusalTezMerkezi/tezDetay.jsp?id=iIbh_FzHfTFsf81MRaX8RQ&no=m5qvosbrG7bzKcMZPt52RQ
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  • Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2012). How to design and evaluate research in education (8th ed.). McGraw-Hill.
  • Gentile, D. A. (2011). The multiple dimensions of video game effects. Child Development Perspectives, 5(2), 75–81. https://doi.org/10.1111/j.1750-8606.2011.00159.x
  • Gentile, D. A., Swing, E. L., Lim, C. G., & Khoo, A. (2012). Video game playing, attention problems, and impulsiveness: Evidence of bidirectional causality. Psychology of Popular Media Culture, 1(1), 62–70. https://doi.org/10.1037/a0026969
  • Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females’ dislikes. Journal of Computer-Mediated Communication, 11(4), 910–931. https://doi.org/10.1111/j.1083-6101.2006.00301.x
  • Huang, W.-H. (2011). Evaluating learners’ motivational and cognitive processing in an online game-based learning environment. Computers in Human Behavior, 27(2), 694–704. https://doi.org/10.1016/j.chb.2010.07.021
  • Huang, Y. M. (2019). Exploring students’ acceptance of educational computer games from the perspective of learning strategy. Australasian Journal of Educational Technology, 35(3), 132–149. https://doi.org/10.14742/ajet.3330
  • Hussein, E. E., Shiang, T. J., & Wehelie, A. I. (2017). Mediating effect of attitude on awareness toward the addiction behaviour of Pokémon Go players in Malaysia. Journal of Management and Marketing Review, 2(2), 8–13. https://doi.org/10.35609/jmmr.2017.2.2(2)
  • Jackson, L. C., O’Mara, J., Moss, J., & Jackson, A. C. (2018). A critical review of the effectiveness of narrative-driven digital educational games. International Journal of Game-Based Learning, 8(4), 32–49. https://doi.org/10.4018/IJGBL.2018100103
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Details

Primary Language English
Subjects Other Fields of Education
Journal Section Research Article
Authors

Burcu Karabulut Coşkun 0000-0001-5287-2239

Arif Akçay 0000-0001-9103-9469

Publication Date January 8, 2023
Submission Date April 4, 2022
Published in Issue Year 2023 Volume: 8 Issue: 1

Cite

APA Karabulut Coşkun, B., & Akçay, A. (2023). Examining The Prediction of Digital Game Addiction Awareness on Digital Educational Game Usage. Journal of Learning and Teaching in Digital Age, 8(1), 71-81. https://doi.org/10.53850/joltida.1098602

Journal of Learning and Teaching in Digital Age 2023. © 2023. This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 19195

Journal of Learning and Teaching in Digital Age. All rights reserved, 2023. ISSN:2458-8350