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Year 2019, Volume: 4 Issue: 1, 28 - 30, 30.06.2019

Abstract

References

  • Türk Dil Kurumu, Genel Türkçe Sözlük, http://tdk.gov.tr/index.php?option=com_gts&arama=gts&guid=TDK.GTS.5c7d07d886e1 31.35987066, 4 Mart 2019.
  • ERBAY, F., & SALTALI, N. D. (2012). Altı yaş çocuklarının günlük yaşantılarında oyunun yeri ve annelerin oyun algısı. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 13(2), 249-264.
  • Egemen, A., Yılmaz, Ö., & Akil, İ. (2004). Oyun, oyuncak ve çocuk.
  • Amory, A., & Seagram, R. (2003). Educational game models: conceptualization and evaluation: the practice of higher education. South African Journal of Higher Education, 17(2), 206-217.
  • Kahn, J., & Wright, S. E. (2013). Human Growth and the Development of Personality: Social Work Series. Elsevier.
  • Koçyiğit, S., Tuğluk, M. N., & Kök, M. (2007). Çocuğun gelişim sürecinde eğitsel bir etkinlik olarak oyun. Atatürk Üniversitesi Kazım Karabekir Eğitim Fakültesi Dergisi, (16), 324-342.
  • Oxford Living Dictionaries, https://en.oxforddictionaries.com/definition/computer_game , 4 Mart 2019.
  • Horzum, M. B., Ayas, T., & Balta, Ö. Ç. (2016). Çocuklar için bilgisayar oyun bağımlılığı ölçeği. Türk Psikolojik Danışma ve Rehberlik Dergisi, 3(30).
  • Durdu, P. O., Tüfekcı , A., & Ça iltay, K. (2005). Üniversite Öğrencilerinin Bilgisayar Oyunu Oynama Alışkanlıları ve Oyun Tercihleri: ODTÜ ve Gazi Üniversitesi Öğrencileri Arasında... Eurasian Journal of Educational Research (EJER), (19).
  • Prensky, M. (2001). Fun, play and games: What makes games engaging. Digital gamebased learning, 5(1), 5-31.
  • Prensky, M. (2001). Fun, play and games: What makes games engaging. Digital gamebased learning, 5(1), 5-31.
  • DeKanter, N. (2004). Gaming redefines interactivity for learning. TechTrends, 49(3), 2631.
  • Elizabeth, S. S. (2005). Evolution in the classroom: What teachers need to know about the video game generation. TechTrends, 49(5), 17-22.
  • Watson, W. R., Mong, C. J., & Harris, C. A. (2011). A case study of the in-class use of a video game for teaching high school history. Computers & Education, 56(2), 466-474.

EDUCATIONAL COMPUTER GAMES IN THE DETERMINATION OF VOCATIONAL TENDENS

Year 2019, Volume: 4 Issue: 1, 28 - 30, 30.06.2019

Abstract

The concept of game is one of the oldest concepts in
the life of the human being. People have always used the concept of game in
their lives in order to have fun and to relax. But over the past forty years,
traditional games have begun to change platforms and games have evolved from
traditional to digital. In this context, a significant development has been
seen as a process of digital game development in personal computers, palm
electronic devices and mobile phones. Although it is seen as one of the most important
problems in today's world, we should use digital games in order to reach
positive results. In this study, a study has been done to determine the
professional tendencies of computer games and primary school children. This
research was extracted from the MSc Thesis and prepared for evaluation
purposes.

References

  • Türk Dil Kurumu, Genel Türkçe Sözlük, http://tdk.gov.tr/index.php?option=com_gts&arama=gts&guid=TDK.GTS.5c7d07d886e1 31.35987066, 4 Mart 2019.
  • ERBAY, F., & SALTALI, N. D. (2012). Altı yaş çocuklarının günlük yaşantılarında oyunun yeri ve annelerin oyun algısı. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 13(2), 249-264.
  • Egemen, A., Yılmaz, Ö., & Akil, İ. (2004). Oyun, oyuncak ve çocuk.
  • Amory, A., & Seagram, R. (2003). Educational game models: conceptualization and evaluation: the practice of higher education. South African Journal of Higher Education, 17(2), 206-217.
  • Kahn, J., & Wright, S. E. (2013). Human Growth and the Development of Personality: Social Work Series. Elsevier.
  • Koçyiğit, S., Tuğluk, M. N., & Kök, M. (2007). Çocuğun gelişim sürecinde eğitsel bir etkinlik olarak oyun. Atatürk Üniversitesi Kazım Karabekir Eğitim Fakültesi Dergisi, (16), 324-342.
  • Oxford Living Dictionaries, https://en.oxforddictionaries.com/definition/computer_game , 4 Mart 2019.
  • Horzum, M. B., Ayas, T., & Balta, Ö. Ç. (2016). Çocuklar için bilgisayar oyun bağımlılığı ölçeği. Türk Psikolojik Danışma ve Rehberlik Dergisi, 3(30).
  • Durdu, P. O., Tüfekcı , A., & Ça iltay, K. (2005). Üniversite Öğrencilerinin Bilgisayar Oyunu Oynama Alışkanlıları ve Oyun Tercihleri: ODTÜ ve Gazi Üniversitesi Öğrencileri Arasında... Eurasian Journal of Educational Research (EJER), (19).
  • Prensky, M. (2001). Fun, play and games: What makes games engaging. Digital gamebased learning, 5(1), 5-31.
  • Prensky, M. (2001). Fun, play and games: What makes games engaging. Digital gamebased learning, 5(1), 5-31.
  • DeKanter, N. (2004). Gaming redefines interactivity for learning. TechTrends, 49(3), 2631.
  • Elizabeth, S. S. (2005). Evolution in the classroom: What teachers need to know about the video game generation. TechTrends, 49(5), 17-22.
  • Watson, W. R., Mong, C. J., & Harris, C. A. (2011). A case study of the in-class use of a video game for teaching high school history. Computers & Education, 56(2), 466-474.
There are 14 citations in total.

Details

Primary Language English
Journal Section Articles
Authors

Emre İlkay 0000-0002-0546-5793

Tuncay Sevindik 0000-0003-0075-7268

Publication Date June 30, 2019
Published in Issue Year 2019 Volume: 4 Issue: 1

Cite

APA İlkay, E., & Sevindik, T. (2019). EDUCATIONAL COMPUTER GAMES IN THE DETERMINATION OF VOCATIONAL TENDENS. The Journal of Cognitive Systems, 4(1), 28-30.