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Ebeveynlerin Çocuklarının Dijital Oyun Oynamasına Yönelik Dijital Ebeveynlik Davranışlarının İncelenmesi

Year 2021, , 833 - 857, 29.10.2021
https://doi.org/10.14812/cuefd.933215

Abstract

Bu çalışma, ebeveynlerin çocuklarının bilgisayar oyunları oynamalarıyla ilgili tutum, izleme ve arabuluculuk davranışlarını anlamayı amaçlamaktadır. Bu nitel durum çalışmasında, 30 ebeveyn 14 açık uçlu soruyu cevaplamıştır. Veriler betimsel analiz yaklaşımına göre analiz edildiğinde bulgular tutum, izleme ve arabuluculuk olmak üzere üç ana başlıkta temalandırılmıştır. Araştırmada, ebeveynlerin özellikle eğitsel oyunların çocuklarını zihinsel açıdan geliştirdiğini ve eleştirel düşünme becerilerini artırdığını, genel olarak dijital oyunların ise teknoloji kullanımını takip etme kolaylığı sağladığını ve hayal gücünü geliştirdiğini düşündüğü belirlenmiştir. Ebeveynlerin çocuklarının dijital oyun oynama sürelerini kısıtladığını, dijital oyun seçiminde daha dikkatli olmaya çalıştıklarını, eğitsel oyunlara yönelik olumlu ancak diğer dijital oyunlara yönelik ise olumsuz tutum sergiledikleri ortaya çıkmıştır. Sonuçlar, ebeveynlerin dijital ebeveynlik yaklaşımlarını yeniden gözden geçirmeleri gerektiğini göstermektedir. Dijital ebeveynlik, ebeveynlerin daha fazla dijital oyun oynaması anlamına gelmemektedir. Bunun yerine çocuklarına dijital oyunlarda karşılaşabilecekleri riskleri ve kazanımları öğretmeleridir. Bu çalışma, çocukların deneyimlerini ebeveynlerin bakış açısından incelemiş ve çocuğun dijital yaşamı açısından çocuk ile ebeveyn arasında ne kadar etkileşim olduğunu göstermiştir.

References

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Investigating the Digital Parenting Behaviors of Parents on Children’s Digital Game Play

Year 2021, , 833 - 857, 29.10.2021
https://doi.org/10.14812/cuefd.933215

Abstract

This article aims to understand the attitudes, mediating and monitoring behaviors of parents related to the digital games played by their children. For this qualitative research, 30 parents answered 14 open-ended questions. Data analyzed descriptively. The data were analyzed with respect to the research questions and the analysis showed that the findings could be grouped into three themes: attitudes, monitoring, and mediating. The findings of the study demonstrated that parents thought that educational games developed their children mentally, developed their critical thinking skills, enabled them to follow up on how to benefit of those games, and developed their imagination. The research findings revealed that parents limited the time that their children spent with digital games; tried to be careful with regard to their children’s choices of digital games; and had positive attitudes toward educational games, but not others. The results implicated that parents need to raise their digital parenting approach. It should be noted that digital parenting does not mean parents to play more digital games. Instead of that it provides them to teach their children the risks and gains that may face in digital games.

References

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  • All, A., Castellar, E. P. N. & Looy, J. V. (2016). Assessing the effectiveness of digital game-based learning: Best practices. Computer & Education, 92-93, 90-103. https://doi.org/10.1016/j.compedu.2015.10.007
  • Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790. https://doi.org/10.1037/0022-3514.78.4.772
  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., ... & 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
  • Akçay, D., & Özcebe, H. (2012). Evaluation of computer game playing habits of children at pre-school education levels and their families. Journal of Child, 12(2), 66-71. DOI:10.5222/j.child.2012.066.
  • Ataman Yengin, D. (2019). Dijital Oyun Bağımlılığı. In G. H. Karadağ (Ed.), Dijital Hastalıklar (p. 124). Der Yayınları, İstanbul.
  • Baxter, P., Jack, S. (2008). Qualitative case study methodology: Study design and implementation for novice researchers. The Qualitative Report, 13, 544–559.
  • Britain, G. (2013). Children and parents: Media use and attitudes report. Ofcom.
  • Bogost, I. (2007). Persuasive games: The expressive power of video games. Cambridge, MA, USA: The MIT Press.
  • Bourgonjon, J., Valcke, M., Soetaert, R., De Wever, B., & Schellens, T. (2011). Parental acceptance of digital game-based learning. Computers & Education, 57(1), 1434-1444. https://doi.org/10.1016/j.compedu.2010.12.012
  • Byron, T. (2008). Safer children in a digital world. The report of the BYRON REVIEW. Nottingham, England, UK: Department for Children, Schools and Families Publications.
  • Carnagey, N. L., & Anderson, C. A. (2004). Violent video game exposure and aggression. Minerva Psichiatrica, 45(1), 1-18.
  • Castellar, E. N., Van Looy, J., Szmalec, A., & Marez, L. (2014). Improving arithmetic skills through gameplay: Assessment of the effectiveness of an educational game in terms of cognitive and affective learning outcomes. Information Sciences, 264, 19-31. https://doi.org/10.1016/j.ins.2013.09.030
  • Chai, S. L., Chen, V. H. H., & Khoo, A. (2011). Social relationships of gamers and their parents. Procedia - Social and Behavioral Sciences, 30, 1237–1241. doi:10.1016/j.sbspro.2011.10.239.
  • Charlie C. W. D., HyeKyung, C., & Khoo, A. (2011). Role of parental relationships in pathological gaming. Procedia - Social and Behavioral Sciences, 30, 1230-1236. doi:10.1016/j.sbspro.2011.10.238.
  • Cingel, D. P., & Hargittai, E. (2018). The relationship between childhood rules about technology use and later-life academic achievement among young adults. The Communication Review, 21(2), 1-22. https://doi.org/10.1080/10714421.2018.1468182.
  • Connolly, T. M., Boyle, E. A., McArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers and Education, 59(2), 661-686. https://doi.org/10.1016/j.compedu.2012.03.004
  • Çakır, H. (2013). Taking the opinions of parents and specifying the effects on students about computer games. Mersin University Journal of the Faculty of Education, 9(2), 138-150.
  • Çetinkaya, L., & Sütçü, S. S. (2016). Parents’ restrictions on their children’s use of information technologies and their reasons from the perspective of their children. Turkish Online Journal of Qualitative Inquiry, 7(1), 79-116. https://doi.org/10.17569/tojqi.58102.
  • Durak, A. & Kaygın, H. (2018). Reflections from technology usage: Parental views on values that are degenerated by the use of technology. Bartın University Journal of Faculty of Education, 7(3), 1035-.1053. DOI: 10.14686/buefad.425146
  • Egenfeldt-Nielsen, S. (2005). Beyond edutainment: Exploring the educational potential of computer games. Unpublished PhD, IT-University of Copenhagen, Copenhagen.
  • Elsaesser, C., Russell, B., Ohannessian, C. M., & Patton, D. (2017). Parenting in a digital age: A review of parents' role in preventing adolescent cyberbullying. Aggression and Violent Behavior, 35, 62-72. https://doi.org/10.1016/j.avb.2017.06.004.
  • Ferguson, C. J. (2015). Does media violence predict societal violence? It depends on what you look at and when, Journal of Communication, 65(1), 1-22. doi: 10.1111/jcom.12129.
  • Funk, J. B., Hagan, J. D., & Schimming, J. L. (1999). Children and electronic games: A comparison of parents' and children's perceptions of children's habits and preferences in a United States sample. Psychological Reports, 85, 883–888. https://doi.org/10.2466/pr0.1999.85.3.883
  • Funk, J. B., Buchman, D. D., Jenks, J., & Bechtoldt, H. (2003). Playing violent video games, desensitization, and moral evaluation in children. Applied Developmental Psychology, 24, 413–436. https://doi.org/10.1016/S0193-3973(03)00073-X
  • Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2003). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27, 5–22. https://doi.org/10.1016/j.adolescence.2003.10.002.
  • Gong, H., Piller, Y. (2018). Differences in parental involvement and perception of video games: A pilot study on American-born and immigrant parents. Eurasia Journal of Mathematics, Science and Technology Education, 14(3), 785-796. https://doi.org/10.12973/ejmste/80913
  • Greitemeyer, T., & Mügge, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play. Personality and Social Psychology Bulletin, 40(5), 578-589. https://doi.org/10.1177/0146167213520459.
  • Hatzigianni, M. & Margetts, K. (2014). Parents’ beliefs and evaluations of young children’ s computer use. Australasian Journal of Early Childhood 39(4), 114-122. https://doi.org/10.1177/183693911403900415.
  • Hiniker, A., Schoenebeck, S. Y., & Kientz, J. A. (2016, February). Not at the dinner table: Parents' and children's perspectives on family technology rules. In Proceedings of the 19th ACM conference on computer-supported cooperative work & social computing (pp. 1376-1389). ACM.
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There are 67 citations in total.

Details

Primary Language English
Subjects Studies on Education
Journal Section Article
Authors

Ayça Fidan 0000-0002-2199-6148

Habibe Güneş 0000-0002-3479-2195

Turkan Karakus 0000-0002-5809-3962

Publication Date October 29, 2021
Submission Date May 5, 2021
Published in Issue Year 2021

Cite

APA Fidan, A., Güneş, H., & Karakus, T. (2021). Investigating the Digital Parenting Behaviors of Parents on Children’s Digital Game Play. Çukurova Üniversitesi Eğitim Fakültesi Dergisi, 50(2), 833-857. https://doi.org/10.14812/cuefd.933215

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