Araştırma Makalesi
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Yıl 2023, Cilt: 8 Sayı: 1, 71 - 81, 08.01.2023
https://doi.org/10.53850/joltida.1098602

Öz

Kaynakça

  • Akcaoglu, M. (2013). Cognitive and motivational impacts of learning game design on middle school children [Ph.D. Thesis, Michigan State University]. https://d.lib.msu.edu/etd/1782/datastream/OBJ/download/Cognitive_and_motivational_impacts_of_learning_game_
  • Akçayır, G. (2013). Dijital oyunların sağlığa etkisi. In M. A. Ocak (Ed.), Eğitsel Dijital Oyunlar. Pegem Akademi Yayıncılık.
  • 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.
  • American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (DSM-5) (5th ed.). American Psychiatric Publishing.
  • 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
  • Brown, J. D., & Bobkowski, P. S. (2011). Older and newer media: Patterns of use and effects on adolescents’ health and well-being. Journal of Research on Adolescence, 21(1), 95–113. https://doi.org/10.1111/j.1532-7795.2010.00717.x
  • 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
  • Cardoso-Leite, P., Kludt, R., Vignola, G., Ma, W. J., Green, C. S., & Bavelier, D. (2016). Technology consumption and cognitive control: Contrasting action video game experience with media multitasking. Attention, Perception, and Psychophysics, 78(1), 218–241. https://doi.org/10.3758/s13414-015-0988-0
  • 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
  • Jeong, E. J., & Kim, D. H. (2011). Social activities, self-efficacy, game attitudes, and game addiction. Cyberpsychology, Behavior, and Social Networking, 14(4), 213–221. https://doi.org/10.1089/cyber.2009.0289
  • Kapidere, M. (2021). Examination of prospective teachers’ levels of using digital educational games. Cypriot Journal of Educational Sciences, 16(4), 1936–1946. https://doi.org/10.18844/cjes.v16i4.6060
  • Keskin, B. (2019). Ortaokul öğrencilerinin dijital oyun bağımlılığı ile psikolojik sağlamlık ve bilinçli farkındalık düzeyleri arasındaki ilişkinin incelenmesi [Investigation of the relationship between digital game addiction, resilience and mindfulness levels of the second [Master Thesis, Bursa Uludağ University]. https://acikerisim.uludag.edu.tr/handle/11452/15219
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Examining The Prediction of Digital Game Addiction Awareness on Digital Educational Game Usage

Yıl 2023, Cilt: 8 Sayı: 1, 71 - 81, 08.01.2023
https://doi.org/10.53850/joltida.1098602

Öz

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.

Kaynakça

  • Akcaoglu, M. (2013). Cognitive and motivational impacts of learning game design on middle school children [Ph.D. Thesis, Michigan State University]. https://d.lib.msu.edu/etd/1782/datastream/OBJ/download/Cognitive_and_motivational_impacts_of_learning_game_
  • Akçayır, G. (2013). Dijital oyunların sağlığa etkisi. In M. A. Ocak (Ed.), Eğitsel Dijital Oyunlar. Pegem Akademi Yayıncılık.
  • 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.
  • American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (DSM-5) (5th ed.). American Psychiatric Publishing.
  • 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
  • Brown, J. D., & Bobkowski, P. S. (2011). Older and newer media: Patterns of use and effects on adolescents’ health and well-being. Journal of Research on Adolescence, 21(1), 95–113. https://doi.org/10.1111/j.1532-7795.2010.00717.x
  • 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
  • Cardoso-Leite, P., Kludt, R., Vignola, G., Ma, W. J., Green, C. S., & Bavelier, D. (2016). Technology consumption and cognitive control: Contrasting action video game experience with media multitasking. Attention, Perception, and Psychophysics, 78(1), 218–241. https://doi.org/10.3758/s13414-015-0988-0
  • 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
  • Jeong, E. J., & Kim, D. H. (2011). Social activities, self-efficacy, game attitudes, and game addiction. Cyberpsychology, Behavior, and Social Networking, 14(4), 213–221. https://doi.org/10.1089/cyber.2009.0289
  • Kapidere, M. (2021). Examination of prospective teachers’ levels of using digital educational games. Cypriot Journal of Educational Sciences, 16(4), 1936–1946. https://doi.org/10.18844/cjes.v16i4.6060
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  • Kuss, D. J. (2013). Internet gaming addiction: Current perspectives. Psychology Research and Behavior Management, 6, 125–137. https://doi.org/10.2147/PRBM.S39476
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  • Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H., Skouverøe, K. J. M., Hetland, J., & Pallesen, S. (2011). Problematic video game use: Estimated prevalence and associations with mental and physical health. Cyberpsychology, Behavior, and Social Networking, 14(10), 591–596. https://doi.org/10.1089/cyber.2010.0260
  • Mustafaoğlu, R., & Yasacı, Z. (2018). Dijital oyun oynamanın çocukların ruhsal ve fiziksel sağlığı üzerine olumsuz etkileri [The negative effects of digital game playing on children’s mental and physical health]. Journal of Dependence, 19(3), 51–58. https://dergipark.org.tr/tr/pub/bagimli/issue/38282/447021
  • Natale, M. J. (2002). The effect of a male-oriented computer gaming culture on careers in the computer industry. ACM SIGCAS Computers and Society, 32(2), 24–31. https://doi.org/10.1145/566522.566526
  • Nazlıgül, M. D., Baş, S., Akyüz, Z., & Yorulmaz, O. (2018). Internet gaming disorder and treatment approaches: A systematic review. Addicta: The Turkish Journal on Addictions, 5(1), 13–35. https://doi.org/10.15805/addicta.2018.5.1.0018
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  • Panagiotarou, A., Stamatiou, Y. C., Pierrakeas, C., & Kameas, A. (2020). Gamification acceptance for learners with different E-skills. International Journal of Learning, Teaching and Educational Research, 19(2), 263–278. https://doi.org/10.26803/IJLTER.19.2.16
  • Papastergiou, M. (2009). Digital game-based Learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers and Education, 52(1), 1–12. https://doi.org/10.1016/j.compedu.2008.06.004
  • Prensky, M. (2003). Digital game-based learning. ACM Computers in Entertainment, 1(1), 1–4. https://doi.org/10.1145/950566.950596
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  • Sánchez-Mena, A., Martí-Parreño, J., & Aldás-Manzano, J. (2017). The effect of age on teachers’ intention to use educational video games: A TAM approach. Electronic Journal of E-Learning, 15(4), 355–366. https://academic-publishing.org/index.php/ejel/article/view/1844
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  • Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology, 64(2), 489–528. https://doi.org/10.1111/j.1744-6570.2011.01190.x
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Toplam 64 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Alan Eğitimleri
Bölüm Research Article
Yazarlar

Burcu Karabulut Coşkun 0000-0001-5287-2239

Arif Akçay 0000-0001-9103-9469

Yayımlanma Tarihi 8 Ocak 2023
Gönderilme Tarihi 4 Nisan 2022
Yayımlandığı Sayı Yıl 2023 Cilt: 8 Sayı: 1

Kaynak Göster

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. Tüm hakları saklıdır, 2023. ISSN:2458-8350