Araştırma Makalesi

Examining the Relationship between Digital Game Preferences and Computational Thinking Skills

Cilt: 8 Sayı: 4 18 Ekim 2017
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Examining the Relationship between Digital Game Preferences and Computational Thinking Skills

Abstract

The purpose of this study is to identify whether computational thinking skills among secondary school students differ depending on the type of digital games they play. The participants of this study were 202 secondary school students at 5th, 6th, 7th and 8th grades during 2016-2017 academic year. Correlational survey method was used during this study. Furthermore, there were three different data collection instruments used. The first one was “Personal Information Form”. The second one was “Computational Thinking Skills Scale” and the third data collection instrument was “Questionnaire for Type of Games Played with Digital Tools”. Results indicated that students scored higher compared to other sub-scales while their scores from the critical thinking sub-scale was the lowest. The most frequently played game category of the students was found to be dress up/make-up games.

Keywords

Kaynakça

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  2. Barr, V. & Stephenson, C. (2011). Bringing computational thinking to K-12: what is Involved and what is the role of the computer science education community? ACM Inroads, 2(1), 48-54.
  3. Boyle, E., Connolly, T. M., & Hainey, T. (2011). The role of psychology in understanding the impact of computer games. Entertainment Computing, 2(2), 69-74.
  4. Brennan, K. & Resnick, M. (2012). New frameworks for studying and assessing the development of computational thinking. Proceedings of the April 2012 annual meeting of the American Educational Research Association, Vancouver, Canada (pp. 1-25).
  5. Chen, H., Wigand, R. T., & Nilan, M. S. (1999). Optimal experience of web activities. Computers in Human Behavior, 15(5), 585-608.
  6. Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686.
  7. Connolly, T., Stansfield, M. H., & Hainey, T. (2008). Development of a general framework for evaluating games-based learning. Proceedings of the 2nd European conference on games-based learning (pp. 105-114). Universitat Oberta de Catalunya Barcelona, Spain.
  8. De Freitas, S. (2006). Learning in immersive worlds. London: Joint Information Systems Committee. Ferguson, C. J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric Quarterly, 78(4), 309-316.

Ayrıntılar

Birincil Dil

İngilizce

Konular

-

Bölüm

Araştırma Makalesi

Yazarlar

Hatice Yıldız Durak Bu kişi benim
Türkiye

Yayımlanma Tarihi

18 Ekim 2017

Gönderilme Tarihi

24 Ekim 2017

Kabul Tarihi

26 Eylül 2017

Yayımlandığı Sayı

Yıl 1970 Cilt: 8 Sayı: 4

Kaynak Göster

APA
Durak, H. Y., Yilmaz, F. G. K., & Yilmaz, R. (2017). Examining the Relationship between Digital Game Preferences and Computational Thinking Skills. Contemporary Educational Technology, 8(4), 359-369. https://izlik.org/JA48SJ88JM
AMA
1.Durak HY, Yilmaz FGK, Yilmaz R. Examining the Relationship between Digital Game Preferences and Computational Thinking Skills. Contemporary Educational Technology. 2017;8(4):359-369. https://izlik.org/JA48SJ88JM
Chicago
Durak, Hatice Yıldız, Fatma Gizem Karaoglan Yilmaz, ve Ramazan Yilmaz. 2017. “Examining the Relationship between Digital Game Preferences and Computational Thinking Skills”. Contemporary Educational Technology 8 (4): 359-69. https://izlik.org/JA48SJ88JM.
EndNote
Durak HY, Yilmaz FGK, Yilmaz R (01 Ekim 2017) Examining the Relationship between Digital Game Preferences and Computational Thinking Skills. Contemporary Educational Technology 8 4 359–369.
IEEE
[1]H. Y. Durak, F. G. K. Yilmaz, ve R. Yilmaz, “Examining the Relationship between Digital Game Preferences and Computational Thinking Skills”, Contemporary Educational Technology, c. 8, sy 4, ss. 359–369, Eki. 2017, [çevrimiçi]. Erişim adresi: https://izlik.org/JA48SJ88JM
ISNAD
Durak, Hatice Yıldız - Yilmaz, Fatma Gizem Karaoglan - Yilmaz, Ramazan. “Examining the Relationship between Digital Game Preferences and Computational Thinking Skills”. Contemporary Educational Technology 8/4 (01 Ekim 2017): 359-369. https://izlik.org/JA48SJ88JM.
JAMA
1.Durak HY, Yilmaz FGK, Yilmaz R. Examining the Relationship between Digital Game Preferences and Computational Thinking Skills. Contemporary Educational Technology. 2017;8:359–369.
MLA
Durak, Hatice Yıldız, vd. “Examining the Relationship between Digital Game Preferences and Computational Thinking Skills”. Contemporary Educational Technology, c. 8, sy 4, Ekim 2017, ss. 359-6, https://izlik.org/JA48SJ88JM.
Vancouver
1.Hatice Yıldız Durak, Fatma Gizem Karaoglan Yilmaz, Ramazan Yilmaz. Examining the Relationship between Digital Game Preferences and Computational Thinking Skills. Contemporary Educational Technology [Internet]. 01 Ekim 2017;8(4):359-6. Erişim adresi: https://izlik.org/JA48SJ88JM