The purpose of this research carried out; To determine the motivation levels of students studying at the Faculty of Sport Sciences to play digital games. The universe of the research consists of students studying at Batman University School of Physical Education and Sports and Yozgat Bozok Universities Faculty of Sports Sciences in the 2021-2022 academic year. The sample of the study consists of 231 students who voluntarily participated in the online questionnaire sent by e-mail from the students of Batman University School of Physical Education and Sports and Yozgat Bozok Universities Faculty of Sport Sciences in the 2021-2022 academic year. Information about the demographic characteristics of the students was obtained with the "personal information form". Information on determining students' motivation levels for playing digital games was obtained with the "digital game motivation scale". The obtained data were transferred to the SPSS 20 software program for statistical operations. Frequency analysis, percentage analysis, arithmetic mean, t test, Anova analysis and post hoc tests were used to analyze the data. As a result of the analyzes carried out; Statistically significant differences were found between students' motivation to play digital games according to gender, status of playing digital games and seeing games only as a means of entertainment (p<0.05). According to the variables of the department and class, no statistically significant differences were found between the motivation levels of students to play digital games (p>0.05).
The purpose of this research carried out; To determine the motivation levels of students studying at the Faculty of Sport Sciences to play digital games. The universe of the research consists of students studying at Batman University School of Physical Education and Sports and Yozgat Bozok Universities Faculty of Sports Sciences in the 2021-2022 academic year. The sample of the study consists of 231 students who voluntarily participated in the online questionnaire sent by e-mail from the students of Batman University School of Physical Education and Sports and Yozgat Bozok Universities Faculty of Sport Sciences in the 2021-2022 academic year. Information about the demographic characteristics of the students was obtained with the "personal information form". Information on determining students' motivation levels for playing digital games was obtained with the "digital game motivation scale". The obtained data were transferred to the SPSS 20 software program for statistical operations. Frequency analysis, percentage analysis, arithmetic mean, t test, Anova analysis and post hoc tests were used to analyze the data. As a result of the analyzes carried out; Statistically significant differences were found between students' motivation to play digital games according to gender, status of playing digital games and seeing games only as a means of entertainment (p<0.05). According to the variables of the department and class, no statistically significant differences were found between the motivation levels of students to play digital games (p>0.05).
Dergi Türü : Uluslararası
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