Araştırma Makalesi
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Yıl 2018, Cilt: 9 Sayı: 1, 90 - 110, 15.01.2018

Öz

Kaynakça

  • Agaoglu, O. & Metin, N. (2015). A survey study on the 4th-8th graders in the science and arts centers who play violent PC games comparing to their school only peer group. Journal of Gifted Education Research, 3(2), 11-25.
  • Akpinar, Y. (1999). Bilgisayar destekli ogretim ve uygulamalar. Ankara: Ani.
  • Amory, A., Naicker, K., Vincent, J. & Adams, C. (1999). The use of computer games as an educational tool: Identification of appropriate game types and game elements. British Journal of Educational Technology, 30(4), 311-321.
  • 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.
  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R. & 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.
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  • Asimoglu, S. (2012). Concept of game in pre-school education with creative drama and orff approach (Unpublished master’s thesis). Istanbul Technical University, Istanbul.
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  • Benenson, J. F. (1993). Greater preference among females than males for dyadic interaction in early childhood. Child Development, 64(2), 544-555.
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  • Bottino, R. M, Ferlino, L., Ott, M. & Travella, M. (2006). Developing strategic and reasoning abilities with computer games at primary school level. Computers & Education, 49(4), 1272-1286.
  • Bozkurt, A. & Genc Kumtepe, E. (2014, February). Gamification, game philosophy and education: Gamification. Academic Information’14- XVI. Academic Information Conference Proceeding (147-156). Mersin University. Buchman, D. D. & Funk, J. B. (1996). Video and computer games in the‚ 90s: Children time commitment & game preferences. Children Today, 24(1), 12.
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  • Cherney, İ. D. & London, K. (2006). Gender-linked differences in the toys, television shows, computer games, and outdoor activities of 5- to 13-year-old children. Sex Roles, 54(9-10), 717-726. doi.10.1007/s11199-006-9037-8.
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Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students

Yıl 2018, Cilt: 9 Sayı: 1, 90 - 110, 15.01.2018

Öz

The
purpose of this study is to determine types of games that middle school
students play in their daily lives and analyze the effects of various variables
such as gender, available technology, grade in school and parents’ education
levels on their game preferences. The sample consisted of a total of 464
grade 5-8 students (212 girls and 252 boys). The study was conducted in Spring
2015 and the data were collected using a two-part survey. The first part of the
survey included questions about demographic information and the second
part asked students to draw a picture of their favorite games.
The results of this study showed that
girls mostly preferred to play outdoor games whereas boys mostly preferred to
play digital games. Participant students preferred to play games with rules outdoors
and symbolic games indoors, and in digital environment, girls preferred to play
mini-games whereas boys preferred to play sports games. CHAID analysis was used
in determining the relationships between the variables and game preferences. Gender
was a prominent factor in identifying the preferences; that is, girls’ game
preferences were mainly influenced by having a computer and those of boys were
affected by having an available Internet connection. This study also found that
parents’ education level is not related to children’s game preferences. At the
end of the study, suggestions were made for gamification and digital game
design.

Kaynakça

  • Agaoglu, O. & Metin, N. (2015). A survey study on the 4th-8th graders in the science and arts centers who play violent PC games comparing to their school only peer group. Journal of Gifted Education Research, 3(2), 11-25.
  • Akpinar, Y. (1999). Bilgisayar destekli ogretim ve uygulamalar. Ankara: Ani.
  • Amory, A., Naicker, K., Vincent, J. & Adams, C. (1999). The use of computer games as an educational tool: Identification of appropriate game types and game elements. British Journal of Educational Technology, 30(4), 311-321.
  • 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.
  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R. & 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.
  • Anderson, C. A. & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and life. Journal of Personality and Social Psychology, 78(4), 772-790.
  • Arabul Yayla, H. (2015). A prototype suggestion including a game based environment to support the language education of children with down syndrome (Unpublished master’s thesis). Bahcesehir University, Istanbul.
  • Asimoglu, S. (2012). Concept of game in pre-school education with creative drama and orff approach (Unpublished master’s thesis). Istanbul Technical University, Istanbul.
  • Aydogdu, M. & Kesercioglu, T. (2005). Ilkogretimde fen ve teknoloji ogretimi. Ankara: Ani.
  • Bahar, M., Nartgun, Z., Durmus, S. & Bicak, B. (2006). Geleneksel ve alternatif olcme ve degerlendirme ogretmen el kitabi. Ankara: PegemA.
  • Bakar, A., Tuzun, H. & Cagiltay, K. (2008). Students’ opinions of educational computer game utilization: A social studies course case. Hacettepe University Journal of Education, 35, 27-37.
  • Barnes, P. (2004). Personal, social and emotional development of children. Oxford: Blackwell.
  • Batdi, V. (2017). The effect of edutainment applications upon academic achievement: A meta-analytic study. GUJGEF, 37(1), 47-62.
  • Bayirtepe, E. & Tuzun, H. (2007). The effects of game-based learning environments on students’ achievement and self-efficacy in a computer course. Hacettepe University Journal of Education, 33, 41-54.
  • Benenson, J. F. (1993). Greater preference among females than males for dyadic interaction in early childhood. Child Development, 64(2), 544-555.
  • Birsen, P. (2017). Effect of gamified game-based learning on l2 vocabulary retention by young learners. (Unpublished master’s thesis). Bahcesehir University, Istanbul.
  • Bonanno, P. & Kommers, P. A. M. (2008). Exploring the influence of gender and gaming competence on attitudes towards using instructional games. British Journal of Educational Technology, 39(1), 97-109. doi: 10.1111/j.1467-8535.2007.00732.x
  • Bottino, R. M, Ferlino, L., Ott, M. & Travella, M. (2006). Developing strategic and reasoning abilities with computer games at primary school level. Computers & Education, 49(4), 1272-1286.
  • Bozkurt, A. & Genc Kumtepe, E. (2014, February). Gamification, game philosophy and education: Gamification. Academic Information’14- XVI. Academic Information Conference Proceeding (147-156). Mersin University. Buchman, D. D. & Funk, J. B. (1996). Video and computer games in the‚ 90s: Children time commitment & game preferences. Children Today, 24(1), 12.
  • Caldera, Y. M., Huston, A. C. & O’Brien, M. (1989). Social interactions and play pattern of parents and toddlers with feminine, masculine, and neutral toys. Child Development, 60(1), 70-76.
  • Case-Smith, J. & Miller Kuhaneck, H. (2008). Play preferences of typically developing children and children with developmental delays between the ages 3 and 7 years. Occupational Therapy Faculty Publications, 28(1), 19-29. doi: 10.3928/15394492-20080101-01.
  • Cherney, İ. D. & London, K. (2006). Gender-linked differences in the toys, television shows, computer games, and outdoor activities of 5- to 13-year-old children. Sex Roles, 54(9-10), 717-726. doi.10.1007/s11199-006-9037-8.
  • Christakis, D. A., Ebel, B. E., Rivara, F. P. & Zimmerman, F. J. (2004). Television, video, and computer game usage in children under 11 years of age. J Pediatr, 145(5), 652-659.
  • Christoph, K., Dorothée, H. & Peter, V. (2009). The video game experience as “true” identification: A theory of enjoyable alterations of players' self-perception. Communication Theory, 19(4), 351-373.
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  • McMillian, J. H. & Schumacher, S. (2001). Research in education: A conceptual introduction. New York: Longman. Michael, J. & Gordon, S. (2004). Data mining technique for marketing, sales and customer support (2nd Ed.). New York: Wiley.
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  • Von Salisch, M., Oppl, C. & Kristen, A. (2006). What attracts children? İn P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses and consequences (pp. 147-163). Hillsdale, NJ: Erlbaum.
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  • Zhong, Z. (2011). The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers' online and offline social capital. Computers in Human Behavior, 27(6), 2352-2363.
Toplam 113 adet kaynakça vardır.

Ayrıntılar

Bölüm Makaleler
Yazarlar

Zeynep Tatli

Yayımlanma Tarihi 15 Ocak 2018
Yayımlandığı Sayı Yıl 2018 Cilt: 9 Sayı: 1

Kaynak Göster

APA Tatli, Z. (2018). Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students. Contemporary Educational Technology, 9(1), 90-110.
AMA Tatli Z. Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students. Contemporary Educational Technology. Ocak 2018;9(1):90-110.
Chicago Tatli, Zeynep. “Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students”. Contemporary Educational Technology 9, sy. 1 (Ocak 2018): 90-110.
EndNote Tatli Z (01 Ocak 2018) Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students. Contemporary Educational Technology 9 1 90–110.
IEEE Z. Tatli, “Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students”, Contemporary Educational Technology, c. 9, sy. 1, ss. 90–110, 2018.
ISNAD Tatli, Zeynep. “Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students”. Contemporary Educational Technology 9/1 (Ocak 2018), 90-110.
JAMA Tatli Z. Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students. Contemporary Educational Technology. 2018;9:90–110.
MLA Tatli, Zeynep. “Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students”. Contemporary Educational Technology, c. 9, sy. 1, 2018, ss. 90-110.
Vancouver Tatli Z. Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students. Contemporary Educational Technology. 2018;9(1):90-110.