Araştırma Makalesi
BibTex RIS Kaynak Göster

Investigation of Prospective Teachers' Views on Behaviors in Digital Games in the Context of Values

Yıl 2024, , 286 - 302, 30.10.2024
https://doi.org/10.32960/uead.1537353

Öz

As digitalization has made its effect felt in every field, digital games have also become widespread. Moral rules that concern us in daily life are expected to be valid in digital environments. In this study, it is aimed to examine the moral behaviors of prospective primary school teachers in online digital games. The study group of the research was formed by selecting snowball sampling from purposeful sampling methods. The study group consisted of five pre-service teachers studying at the Faculty of Education of a state university. The data were obtained through interviews using a semi-structured interview form prepared for this research. The data were analyzed in accordance with descriptive and content analysis, and as a result of the analyses, the themes of digital game use, interaction and personal information sharing inside and outside the digital game, moral behaviors in digital games, and the use of cheating emerged. As a result of the findings obtained in the research, it was concluded that pre-service teachers mostly pay attention to the moral rules they apply in real life during digital games and exhibit them as behaviors. However, it was also observed that these moral behaviors of the participants in digital games vary depending on the pleasure and fun they get from the game.

Kaynakça

  • Abramova, V., & Bernardino, J. (2013). Ethic in massively multiplayer online role-playing games. 2013 1st International Conference of the Portuguese Society for Engineering Education (CISPEE), 1-9. https://doi.org/10.1109/CISPEE.2013.6701985
  • Adinolf, S., & Turkay, S. (2018). Toxic behaviors in esports games: Player perceptions and coping strategies. Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 365-372. https://doi.org/10.1145/3270316.3271545
  • Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359. https://doi.org/10.1111/1467-9280.00366
  • 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
  • Angelides, M. C., & Agius, H. (Ed.). (2014). Handbook of digital games. John Wiley & Sons, Inc. https://doi.org/10.1002/9781118796443
  • Atkinson, M. (1982). A precise phenomenology for the general scholar. The Journal of General Education, 7(3), 261-297.
  • Brignall, T. W., & Van Valey, T. L. (2007). An online community as a new tribalism: The World of Warcraft. 2007 40th Annual Hawaii International Conference on System Sciences (HICSS’07), 179b-179b. https://doi.org/10.1109/HICSS.2007.71
  • Cairns, P., Cox, A., & Nordin, A. I. (2014). Immersion in digital games: Review of gaming experience research. In M. C. Angelides & H. Agius (Ed.), Handbook of digital games (pp. 337-361). John Wiley & Sons, Inc. https://doi.org/10.1002/9781118796443.ch12
  • Childress, M. D., & Braswell, R. (2006). Using massively multiplayer online role‐playing games for online learning. Distance Education, 27(2), 187-196. https://doi.org/10.1080/01587910600789522
  • Cole, H., & Griffiths, M. D. (2007). Social Interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior, 10(4), 575-583. https://doi.org/10.1089/cpb.2007.9988
  • Davide, F., Triberti, S., & Collovà, F. (2014). Exchanging social ınformation in online social games. In M. C. Angelides & H. Agius (Ed.), Handbook of digital games (pp. 197-234). John Wiley & Sons, Inc. https://doi.org/10.1002/9781118796443.ch8
  • Dönel Akgül, G., & Kılıç, M. (2020). Fen bilgisi öğretmen adaylarının eğitsel dijital oyunlar ve kodu uygulamasına yönelik görüşleri. Fen Bilimleri Öğretimi Dergisi, 8(2), 101-120.
  • Glesne, C. (2014). Nitel araştırmaya giriş (A. Ersoy & P. Yalçınoğlu, Çev.; 4. Baskı). Anı Yayıncılık.
  • Greitemeyer, T., & Osswald, S. (2011). Playing prosocial video games increases the accessibility of prosocial thoughts. The Journal of Social Psychology, 151(2), 121-128. https://doi.org/10.1080/00224540903365588
  • Hand, M., & Moore, K. (2006). Community, ıdentity and digital games. İn J. Rutter & J. Bryce (Ed.), Understanding digital games. SAGE Publications Ltd. https://doi.org/10.4135/9781446211397
  • Heron, M., & Belford, P. (2014). ‘It’s only a game’—Ethics, empathy and identification in game morality systems. The Computer Games Journal, 3(1), 34-53. https://doi.org/10.1007/BF03392356
  • Herrewijn, L., & Poels, K. (2014). Rated a for advertising: A critical reflection on ın-game advertising. In M. C. Angelides & H. Agius (Ed.), Handbook of Digital Games (pp. 305-335). John Wiley & Sons, Inc. https://doi.org/10.1002/9781118796443.ch11
  • Huffaker, D., Jing Wang, Treem, J., Ahmad, M. A., Fullerton, L., Williams, D., Poole, M. S., & Contractor, N. (2009). The social behaviors of experts in massive multiplayer online role-playing games. 2009 International Conference on Computational Science and Engineering, 326-331. https://doi.org/10.1109/CSE.2009.13
  • Jeff Yan, J., & Choi, H. (2002). Security issues in online games. The Electronic Library, 20(2), 125-133. https://doi.org/10.1108/02640470210424455
  • Kirriemuir, J. (2006). A history of digital games. In J. Rutter & J. Bryce (Ed.), Understanding digital games. SAGE Publications Ltd.
  • Kwak, H., Blackburn, J., & Han, S. (2015). Exploring cyberbullying and other toxic behavior in team competition online games. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 3739-3748. https://doi.org/10.1145/2702123.2702529
  • Li, Y., Wang, C., & Liu, J. (2020). A systematic review of literature on user behavior in video game live streaming. International Journal of Environmental Research and Public Health, 17(9), 3328. https://doi.org/10.3390/ijerph17093328
  • Marwick, A. E. (2013). Online Identity. In J. Hartley, J. Burgess, & A. Bruns (Ed.), A Companion to New Media Dynamics (pp. 355-364). Wiley-Blackwell.
  • Merriam, S. B. (2013). Nitel araştırma: Desen ve uygulama için bir rehber (S. Turan, Çev.). Nobel. Ohler, J. (2011). Digital citizenship means character education for the digital age. Kappa Delta Pi Record, 47(sup1), 25-27. https://doi.org/10.1080/00228958.2011.10516720
  • Oyun ve Espor Ajansı. (t.y.). Turkey game market 2020 report.
  • Patton, M. Q. (2002). Qualitative research & evaluation methods (3th Edition). SAGE Publications.
  • Ribble, M., & Bailey, G. D. (2007). Digital citizenship in schools (1st ed). International Society for Technology in Education.
  • Shen, Y.-C., Huang, C.-Y., Chu, C.-H., & Liao, H.-C. (2010). Virtual community loyalty: An ınterpersonal-ınteraction perspective. International Journal of Electronic Commerce, 15(1), 49-74. https://doi.org/10.2753/JEC1086-4415150102
  • Sosyal Ağ Haritası. (2021). Oyun oynama alışkanlıkları 2021.
  • Sykes, J. (2006). A player-centred approach to digital game design. In J. Rutter & J. Bryce (Ed.), Understanding Digital Games. SAGE Publications Ltd.
  • Toma, C. L., & Carlson, C. L. (2015). How do facebook users believe they come across in their profiles?: A meta-perception approach to ınvestigating facebook self-presentation. Communication Research Reports, 32(1), 93-101. https://doi.org/10.1080/08824096.2014.990557
  • Ustabulut, M. Y., & Kana, F. (2021). Türkçe öğretmeni adaylarının dijital oyunlarla ilgili görüşlerinin incelenmesi. Atatürk Üniversitesi Kazım Karabekir Eğitim Fakültesi Dergisi. https://doi.org/10.33418/ataunikkefd.858424
  • Weaver, A. J., & Lewis, N. (2012). Mirrored morality: An exploration of moral choice in video games. Cyberpsychology, Behavior, and Social Networking, 15(11), 610-614. https://doi.org/10.1089/cyber.2012.0235
  • Willard, N. (1998). Moral development in the information age. Proceedings of the Families, Technology, and Education Conference, Chicago.
  • Wilson, S. M., & Peterson, L. C. (2002). The anthropology of online communities. Annual Review of Anthropology, 449-467.
  • Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-775.
  • Yıldırım, A., & Şimşek, H. (2013). Sosyal bilimlerde nitel araştırma yöntemleri. Seçkin.

Öğretmen Adaylarının Dijital Oyunlardaki Davranışlarına İlişkin Görüşlerinin Değerler Bağlamında İncelenmesi

Yıl 2024, , 286 - 302, 30.10.2024
https://doi.org/10.32960/uead.1537353

Öz

Dijitalleşmenin her alanda etkisini hissettirdiği gibi dijital oyunlar da yaygınlaşmaya başlamıştır. Günlük hayatta bizi ilgilendiren ahlak kurallarının dijital ortamlarda da geçerli olması beklenir. Bu araştırmada sınıf öğretmeni adaylarının çevrimiçi dijital oyunlardaki ahlaki davranışlarının incelenmesi amaçlanmıştır. Araştırmanın çalışma grubu amaçlı örnekleme yöntemlerinden kartopu örnekleme seçilerek oluşturulmuştur. Çalışma grubunu bir devlet üniversitesinin Eğitim Fakültesi’nde okumakta olan beş öğretmen adayı oluşturmaktadır. Araştırmada veriler bu araştırma için hazırlanmış olan yarı yapılandırılmış görüşme formu kullanılarak yapılan görüşmeler ile elde edilmiştir. Veriler, betimsel ve içerik analizine uygun olarak analiz edilmiş, analizler sonucunda dijital oyun kullanımı, dijital oyun içinde ve dışında etkileşim ve kişisel bilgi paylaşımı, dijital oyundaki ahlaki davranışlar, hile kullanımı temaları ortaya çıkmıştır. Araştırmada elde edilen bulgular sonucunda öğretmen adaylarının çoğunlukla gerçek hayatta uyguladıkları ahlaki kurallara dijital oyun esnasında da dikkat ederek bunları davranış olarak sergiledikleri sonucuna ulaşılmıştır. Bununla birlikte katılımcıların dijital oyunlardaki bu ahlaki davranışlarının oyundan aldıkları zevk ve eğlenme duygularına bağlı olarak değişmekte olduğu da görülmüştür.

Kaynakça

  • Abramova, V., & Bernardino, J. (2013). Ethic in massively multiplayer online role-playing games. 2013 1st International Conference of the Portuguese Society for Engineering Education (CISPEE), 1-9. https://doi.org/10.1109/CISPEE.2013.6701985
  • Adinolf, S., & Turkay, S. (2018). Toxic behaviors in esports games: Player perceptions and coping strategies. Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 365-372. https://doi.org/10.1145/3270316.3271545
  • Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359. https://doi.org/10.1111/1467-9280.00366
  • 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
  • Angelides, M. C., & Agius, H. (Ed.). (2014). Handbook of digital games. John Wiley & Sons, Inc. https://doi.org/10.1002/9781118796443
  • Atkinson, M. (1982). A precise phenomenology for the general scholar. The Journal of General Education, 7(3), 261-297.
  • Brignall, T. W., & Van Valey, T. L. (2007). An online community as a new tribalism: The World of Warcraft. 2007 40th Annual Hawaii International Conference on System Sciences (HICSS’07), 179b-179b. https://doi.org/10.1109/HICSS.2007.71
  • Cairns, P., Cox, A., & Nordin, A. I. (2014). Immersion in digital games: Review of gaming experience research. In M. C. Angelides & H. Agius (Ed.), Handbook of digital games (pp. 337-361). John Wiley & Sons, Inc. https://doi.org/10.1002/9781118796443.ch12
  • Childress, M. D., & Braswell, R. (2006). Using massively multiplayer online role‐playing games for online learning. Distance Education, 27(2), 187-196. https://doi.org/10.1080/01587910600789522
  • Cole, H., & Griffiths, M. D. (2007). Social Interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior, 10(4), 575-583. https://doi.org/10.1089/cpb.2007.9988
  • Davide, F., Triberti, S., & Collovà, F. (2014). Exchanging social ınformation in online social games. In M. C. Angelides & H. Agius (Ed.), Handbook of digital games (pp. 197-234). John Wiley & Sons, Inc. https://doi.org/10.1002/9781118796443.ch8
  • Dönel Akgül, G., & Kılıç, M. (2020). Fen bilgisi öğretmen adaylarının eğitsel dijital oyunlar ve kodu uygulamasına yönelik görüşleri. Fen Bilimleri Öğretimi Dergisi, 8(2), 101-120.
  • Glesne, C. (2014). Nitel araştırmaya giriş (A. Ersoy & P. Yalçınoğlu, Çev.; 4. Baskı). Anı Yayıncılık.
  • Greitemeyer, T., & Osswald, S. (2011). Playing prosocial video games increases the accessibility of prosocial thoughts. The Journal of Social Psychology, 151(2), 121-128. https://doi.org/10.1080/00224540903365588
  • Hand, M., & Moore, K. (2006). Community, ıdentity and digital games. İn J. Rutter & J. Bryce (Ed.), Understanding digital games. SAGE Publications Ltd. https://doi.org/10.4135/9781446211397
  • Heron, M., & Belford, P. (2014). ‘It’s only a game’—Ethics, empathy and identification in game morality systems. The Computer Games Journal, 3(1), 34-53. https://doi.org/10.1007/BF03392356
  • Herrewijn, L., & Poels, K. (2014). Rated a for advertising: A critical reflection on ın-game advertising. In M. C. Angelides & H. Agius (Ed.), Handbook of Digital Games (pp. 305-335). John Wiley & Sons, Inc. https://doi.org/10.1002/9781118796443.ch11
  • Huffaker, D., Jing Wang, Treem, J., Ahmad, M. A., Fullerton, L., Williams, D., Poole, M. S., & Contractor, N. (2009). The social behaviors of experts in massive multiplayer online role-playing games. 2009 International Conference on Computational Science and Engineering, 326-331. https://doi.org/10.1109/CSE.2009.13
  • Jeff Yan, J., & Choi, H. (2002). Security issues in online games. The Electronic Library, 20(2), 125-133. https://doi.org/10.1108/02640470210424455
  • Kirriemuir, J. (2006). A history of digital games. In J. Rutter & J. Bryce (Ed.), Understanding digital games. SAGE Publications Ltd.
  • Kwak, H., Blackburn, J., & Han, S. (2015). Exploring cyberbullying and other toxic behavior in team competition online games. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 3739-3748. https://doi.org/10.1145/2702123.2702529
  • Li, Y., Wang, C., & Liu, J. (2020). A systematic review of literature on user behavior in video game live streaming. International Journal of Environmental Research and Public Health, 17(9), 3328. https://doi.org/10.3390/ijerph17093328
  • Marwick, A. E. (2013). Online Identity. In J. Hartley, J. Burgess, & A. Bruns (Ed.), A Companion to New Media Dynamics (pp. 355-364). Wiley-Blackwell.
  • Merriam, S. B. (2013). Nitel araştırma: Desen ve uygulama için bir rehber (S. Turan, Çev.). Nobel. Ohler, J. (2011). Digital citizenship means character education for the digital age. Kappa Delta Pi Record, 47(sup1), 25-27. https://doi.org/10.1080/00228958.2011.10516720
  • Oyun ve Espor Ajansı. (t.y.). Turkey game market 2020 report.
  • Patton, M. Q. (2002). Qualitative research & evaluation methods (3th Edition). SAGE Publications.
  • Ribble, M., & Bailey, G. D. (2007). Digital citizenship in schools (1st ed). International Society for Technology in Education.
  • Shen, Y.-C., Huang, C.-Y., Chu, C.-H., & Liao, H.-C. (2010). Virtual community loyalty: An ınterpersonal-ınteraction perspective. International Journal of Electronic Commerce, 15(1), 49-74. https://doi.org/10.2753/JEC1086-4415150102
  • Sosyal Ağ Haritası. (2021). Oyun oynama alışkanlıkları 2021.
  • Sykes, J. (2006). A player-centred approach to digital game design. In J. Rutter & J. Bryce (Ed.), Understanding Digital Games. SAGE Publications Ltd.
  • Toma, C. L., & Carlson, C. L. (2015). How do facebook users believe they come across in their profiles?: A meta-perception approach to ınvestigating facebook self-presentation. Communication Research Reports, 32(1), 93-101. https://doi.org/10.1080/08824096.2014.990557
  • Ustabulut, M. Y., & Kana, F. (2021). Türkçe öğretmeni adaylarının dijital oyunlarla ilgili görüşlerinin incelenmesi. Atatürk Üniversitesi Kazım Karabekir Eğitim Fakültesi Dergisi. https://doi.org/10.33418/ataunikkefd.858424
  • Weaver, A. J., & Lewis, N. (2012). Mirrored morality: An exploration of moral choice in video games. Cyberpsychology, Behavior, and Social Networking, 15(11), 610-614. https://doi.org/10.1089/cyber.2012.0235
  • Willard, N. (1998). Moral development in the information age. Proceedings of the Families, Technology, and Education Conference, Chicago.
  • Wilson, S. M., & Peterson, L. C. (2002). The anthropology of online communities. Annual Review of Anthropology, 449-467.
  • Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-775.
  • Yıldırım, A., & Şimşek, H. (2013). Sosyal bilimlerde nitel araştırma yöntemleri. Seçkin.
Toplam 37 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Sınıf Eğitimi
Bölüm Makaleler
Yazarlar

Cihat Yaşaroğlu 0000-0002-9574-1789

Özlem İnal 0000-0003-0559-4429

Erken Görünüm Tarihi 30 Ekim 2024
Yayımlanma Tarihi 30 Ekim 2024
Gönderilme Tarihi 22 Ağustos 2024
Kabul Tarihi 20 Ekim 2024
Yayımlandığı Sayı Yıl 2024

Kaynak Göster

APA Yaşaroğlu, C., & İnal, Ö. (2024). Öğretmen Adaylarının Dijital Oyunlardaki Davranışlarına İlişkin Görüşlerinin Değerler Bağlamında İncelenmesi. Ulusal Eğitim Akademisi Dergisi, 8(2), 286-302. https://doi.org/10.32960/uead.1537353