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  Citation Number 18
 Views 62
 Downloands 16
İlkokul Öğrencilerinin Dijital Oyun Tercihlerinin Eğitsel Bir Perspektiften İncelenmesi
2020
Journal:  
Anadolu University Journal of Education Faculty
Author:  
Abstract:

Çağımızda teknoloji hızla gelişmekte ve değişmektedir. İş hayatı, eğitim hayatı ve diğer tüm alanlarda günümüz dünyasında vazgeçilmezler arasında bulunan teknoloji, yeni nesilleri de önemli ölçüde etkilemekte ve değiştirmektedir. Teknolojinin hayatımıza bu denli girdiği günümüzde çocukların teknoloji ile küçük yaşlarda tanıştıkları, artık eskiden olduğu gibi sokaklarda oynamadıkları ve bir süre sonra teknolojiyi hayatlarının bir parçası haline getirdikleri bilinmektedir. Oyunlar, çocukları gelecek hayatlarına hazırlar. Çocuklar enerjilerini oyunlarda atar ve benzetmece gibi içgüdülerini oyunlar ile doyururlar. Tüm bu içgüdülerin çocukların gelecekteki yaşamlarının kullanım alanları olan hukuk, ticaret, eğitim, sanat ve bilim gibi alanların temelinde olduğu söylenebilir. Kuralları ve bağlayıcılığı olan oyunların birçok çeşidi vardır. Bunlardan bir tanesi, günümüz çocuklarının en çok oynadığı türlerden olan dijital oyunlardır. Dijital ortamlarda oynanan oyunlara dijital oyunlar denmektedir. Dijital oyunlar, çeşitli teknolojiler ile programlanan ve oyunculara görsel bir ortam sağlayan oyunlardır. Bu oyunlar ilk zamanlar eğlence amaçlı üretilirken günümüzde eğitim amaçlı da üretilmektedir ve eğitimde kullanılan bu tür oyunların sayısı hızla artmaktadır. Bu araştırmanın amacı ise ilkokul öğrencilerinin dijital oyun tercihlerinin eğitsel bir perspektiften incelenmesidir. Bu araştırma nicel araştırma yöntemlerinden tarama modeline göre desenlenmiştir. Araştırmanın örneklemi 2017-2018 eğitim öğretim yılında İstanbul, Ankara ve Diyarbakır illerinde bulunan devlet okullarında öğrenim gören 563 ilkokul öğrencisinden oluşmaktadır. Örneklemin belirlenmesinde kolay ulaşılabilir örnekleme yöntemi kullanılmıştır. Araştırmanın verileri araştırmacı tarafından hazırlanan veri toplama aracı ile toplanmıştır. Analiz aşamasında SPSS paket programı kullanılmış, bu kapsamda betimsel istatistiklerden faydalanılmıştır. Araştırma sonuçları; öğrencilerin en çok oynadıkları dijital oyunların eğitsel oyunlar olmadığını, ilkokul öğrencilerinin daha çok araba yarışı, kıyafet giydirme, Minecraft, savaş-silah, Tom, futbol, Subway Surfers gibi eğlence oyunlarını tercih ettiklerini göstermektedir.

Keywords:

Review of the digital gaming preferences of primary school students from an educational perspective
2020
Author:  
Abstract:

Technology is rapidly evolving and changing. The technology, which is among the indispensables in today’s world in business life, education life and all other areas, is also significantly influencing and changing the new generations. It is known that today, when technology has entered our lives so much, children are familiar with technology at young age, they are no longer playing in the streets as they were before, and after a while they have made technology part of their lives. The games prepare the children for their future lives. Children throw their energies into the games and fill their instincts with the games like the simplicity. It can be said that all of these instincts are based on the fields such as law, trade, education, art and science, which are the areas of use of children’s future lives. There are many types of games with rules and bindingness. One of them is digital games, which are one of the kinds today’s children’s most playing. The games that are played in digital media are called digital games. Digital games are games that are programmed with a variety of technologies and provide a visual environment for players. These games were originally produced for entertainment purposes while today they are also produced for educational purposes and the number of such games used in education is rapidly increasing. The aim of this study is to study the preferences of primary school students for digital gaming from an educational perspective. This research is designed according to the scan model from quantum research methods. The study’s sample consists of 563 primary school students studying in the state schools located in Istanbul, Ankara and Diyarbakır in the 2017-2018 educational year. The method of sampling is easily accessible to the sample. The data of the research was collected with the data collection tool prepared by the researcher. In the analysis phase, the SPSS package program was used, and in this scope the visual statistics were used. The research results show that the digital games that students play most are not educational games, but that their primary school students prefer more car races, clothing, Minecraft, war-weapon, Tom, football, Subway Surfers and other entertainment games.

Keywords:

An Analysis Of Digital Game Preferences Of Primary School Students From An Educational Perspective
2020
Author:  
Abstract:

Currently, technology rapidly advances and changes. Technology, which is an indispensable element in contemporary business and educational lives and in other fields, also critically affects and changes the new generations. It is known that today, where technological tools are utilized in all aspects of our lives, children no longer play outdoors, introduced to technological tools at a younger age and it becomes a part of their lives in a short period of time. Games prepare children for their future. Children discharge their energy and satisfy their instincts such as simulation when playing games. It can be claimed that all these instincts are the foundations of the fields of law, trade, education, arts and science that the children would use in their future. The games have binding rules. Furthermore, there are several different types of games. One of these types is digital games, which are among the most played games among today's children. The games played in a digital environment are called digital games. Digital games are programmed with various technologies and provide a visual environment for the players. These games were initially developed for entertainment purposes only, while the number of games developed and used for educational purposes is rapidly increasing. The objective of the present study was to investigate the digital game preferences of primary school students from an educational perspective. The current study was designed with the descriptive survey model, a quantitative research method. The study sample included 563 primary school students attending public schools in İstanbul, Ankara and Diyarbakir provinces during the 2017-2018 academic year. The convenience sampling method was used to determine the study sample. The study data were collected by a data collection instrument developed by the author. The analysis made with SPSS software and descriptive and predictive statistics. The study findings demonstrated that primary school students did not prefer educational games, they mostly preferred entertainment games such as racing, clothing, Minecraft, war, Tom, soccer, and Subway Surfers games.

Keywords:

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Anadolu University Journal of Education Faculty

Journal Type :   Uluslararası

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Anadolu University Journal of Education Faculty