Araştırma Makalesi

A study on digital game preferences and game-playing motivations of pre-service teachers

Cilt: 8 Sayı: 2 30 Kasım 2025
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A study on digital game preferences and game-playing motivations of pre-service teachers

Öz

Today, individuals of all ages utilize digital games to spend their leisure time. Pre-service teachers also engage in playing digital games. It is believed that determining pre-service teachers' motivation in playing digital games will significantly shape future educational practices. Understanding game preferences by identifying motivational factors will reveal insights into their approaches to digital games and how they may perceive potential educational applications. This study, which aims to determine whether pre-service teachers' motivation to play digital games varies according to game type, reasons for playing, platforms used, game-playing time, and gender, is an explanatory case study. The descriptive method was employed in the study. Participants were determined through a convenient sampling method. The research group was comprised of 240 pre-service teachers studying at Aksaray University during the 2023-2024 academic year. The Computer Gaming Motivation Scale and a demographic information questionnaire were used for data collection. Analyses were conducted using the non-parametric Kruskal Wallis-H and Mann Whitney-U tests. According to the study's findings, pre-service teachers’ motivations for playing games vary according to the types of games they play. The majority of pre-service teachers prefer action-adventure and puzzle-intelligence games. Features such as the ability of games to provide enjoyable experiences while relieving stress and creating competition through individual or collaborative tasks enhance game-playing motivation. Differences have been found in the motivations of pre-service teachers based on the platforms they play on. Additionally, it was determined that as the duration of gameplay increases, so does their motivation for playing games. Male participants’ motivations for playing games were higher than those of female participants.

Anahtar Kelimeler

Destekleyen Kurum

Financial Support The authors do not declare any financial support for the realization of the research.

Etik Beyan

Statement of Publication Ethics All the rules stated in the "Higher Education Institutions Scientific Research and Publication Ethics Directive" were followed in the entire process, from the planning, implementation, and data collection to the data analysis. None of the actions specified under the second section of the Directive, "Scientific Research and Publication Ethics Actions" have been carried out. During the writing process of this study, scientific, ethical, and citation rules were followed; no falsification was made on the collected data, and this study was not sent to any other academic media for evaluation. Participants were informed about the study and signed an informed consent form. Research ethics committee approval information Name of the ethics review committee: The Human Research Ethics Committee of Aksaray University Date of ethical assessment decision: 26.12.2023 Ethical assessment certificate number: 2023/07-47

Teşekkür

Acknowledgement and Support The authors do not declare any support or acknowledgment for realizing the research.

Kaynakça

  1. Aktaş, B., & Bostancı, N. (2021). Covid-19 pandemisinde üniversite öğrencilerindeki oyun bağımlılığı düzeyleri ve pandeminin dijital oyun oynama durumlarına etkisi. Bağımlılık Dergisi, 22(2), 129-138. https://doi.org/10.51982/bagimli.827756
  2. Atabay, M., Şimşek, M., Güllüoğlu, K., & Erdoğdu, F. (2023). Ortaokul öğrencilerinin dijital oyun oynama alışkanlıklarının oyun bağımlılıkları ve çeşitli demografikler açısından karşılaştırılması. International Journal of Computers in Education, 6(1), 30-46.
  3. Belda-Medina, J., & Calvo-Ferrer, J. R. (2022). Preservice teachers’ knowledge and attitudes toward digital-game-based language learning. Education Sciences, 12(3), 182. https://doi.org/10.3390 /educsci12030182.
  4. Can, G. (2003). Perceptions of prospective computer teachers toward the use of computer games with educational features in education (Master's thesis, Middle East Technical University).
  5. Can, G., & Cagiltay, K. (2006). Turkish prospective teachers' perceptions regarding the use of computer games with educational features. Journal of Educational Technology & Society, 9(1), 308-321.
  6. Cabellos, B., Sánchez, D. L., & Pozo, J. I. (2023). Do future teachers believe that video games help learning? Technology, Knowledge and Learning, 28(2), 803-821.
  7. Cheah, I., Shimul, A. S., & Phau, I. (2022). Motivations of playing digital games: A review and research agenda. Psychology & Marketing, 39(5), 937–950. https://doi.org/10.1002/mar.21631
  8. Çelebi, E. (2020). Oyun bağımlılığının sosyalleşme sürecine yönelik motivasyon üzerindeki rolü. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi, 8(1), 643-668.

Ayrıntılar

Birincil Dil

İngilizce

Konular

Öğretim Teknolojileri

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

30 Kasım 2025

Gönderilme Tarihi

15 Aralık 2024

Kabul Tarihi

2 Temmuz 2025

Yayımlandığı Sayı

Yıl 2025 Cilt: 8 Sayı: 2

Kaynak Göster

APA
Pala, F. K., Mıhcı Türker, P., & Öztürk, M. (2025). A study on digital game preferences and game-playing motivations of pre-service teachers. Kocaeli Üniversitesi Eğitim Dergisi, 8(2), 550-572. https://doi.org/10.33400/kuje.1601806
AMA
1.Pala FK, Mıhcı Türker P, Öztürk M. A study on digital game preferences and game-playing motivations of pre-service teachers. KUJE. 2025;8(2):550-572. doi:10.33400/kuje.1601806
Chicago
Pala, Ferhat Kadir, Pınar Mıhcı Türker, ve Mücahit Öztürk. 2025. “A study on digital game preferences and game-playing motivations of pre-service teachers”. Kocaeli Üniversitesi Eğitim Dergisi 8 (2): 550-72. https://doi.org/10.33400/kuje.1601806.
EndNote
Pala FK, Mıhcı Türker P, Öztürk M (01 Kasım 2025) A study on digital game preferences and game-playing motivations of pre-service teachers. Kocaeli Üniversitesi Eğitim Dergisi 8 2 550–572.
IEEE
[1]F. K. Pala, P. Mıhcı Türker, ve M. Öztürk, “A study on digital game preferences and game-playing motivations of pre-service teachers”, KUJE, c. 8, sy 2, ss. 550–572, Kas. 2025, doi: 10.33400/kuje.1601806.
ISNAD
Pala, Ferhat Kadir - Mıhcı Türker, Pınar - Öztürk, Mücahit. “A study on digital game preferences and game-playing motivations of pre-service teachers”. Kocaeli Üniversitesi Eğitim Dergisi 8/2 (01 Kasım 2025): 550-572. https://doi.org/10.33400/kuje.1601806.
JAMA
1.Pala FK, Mıhcı Türker P, Öztürk M. A study on digital game preferences and game-playing motivations of pre-service teachers. KUJE. 2025;8:550–572.
MLA
Pala, Ferhat Kadir, vd. “A study on digital game preferences and game-playing motivations of pre-service teachers”. Kocaeli Üniversitesi Eğitim Dergisi, c. 8, sy 2, Kasım 2025, ss. 550-72, doi:10.33400/kuje.1601806.
Vancouver
1.Ferhat Kadir Pala, Pınar Mıhcı Türker, Mücahit Öztürk. A study on digital game preferences and game-playing motivations of pre-service teachers. KUJE. 01 Kasım 2025;8(2):550-72. doi:10.33400/kuje.1601806



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