Araştırma Makalesi
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Digital Games and Values Education in the Transmission of Morality through Codes

Yıl 2025, Cilt: 44 Sayı: 2, 421 - 469, 31.12.2025
https://doi.org/10.7822/omuefd.1750286

Öz

This study aims to critically evaluate the moral transmission potential of digital games within the context of values education and to analyze the pedagogical, cultural, and technological dynamics that influence this process within a holistic framework. As children and young people grow up immersed in digital culture, traditional methods of value transmission fall short in terms of both content and methodology. This necessitates a rethinking of values education in the digital age and increases its strategic importance in educational, ethical, and cultural contexts.

A qualitative survey model was adopted within the scope of the research, and a multidimensional theoretical analysis was conducted in light of game-based learning theories, moral representation approaches, the digital media literacy framework, and current educational technology literature. Data were evaluated using systematic content analysis using internationally published academic articles, reports, and books. Specifically, the study explored how value transmission is possible in artificial intelligence and augmented reality-based game environments, under what conditions it becomes ineffective, and how it can be optimized. According to the study's key findings, when digital games are structured as experiential spaces that not only provide information but also enable moral decision-making, empathy, and the development of social responsibility, they can create a meaningful, lasting, and behavioral impact on value transfer. However, this impact depends not only on the content level but also on the presence of design elements such as the depth of the game's moral scenario, customization capabilities, emotional engagement, and the ability to convey ethical implications to the player. Otherwise, digital games lose their value-adding potential by becoming entertaining simulations detached from the pedagogical context. In this context, digital games should not be considered merely as auxiliary tools in the future of values education; they should be considered as multi-layered learning environments with the potential to evolve into a tool for pedagogical and cultural transformation.

Kaynakça

  • Abramova, V., & Bernardino, J. (2013). Ethic in massively multiplayer online role-playing games. In 2013 1st International Conference of the Portuguese Society for Engineering Education (CISPEE) (pp. 1–9). Porto, Portugal: IEEE. https://doi.org/10.1109/CISPEE.2013.6701985
  • Adinolf, S., & Turkay, S. (2018). Toxic behaviors in esports games: Player perceptions and coping strategies. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 365–372). Melbourne, VIC, Australia: ACM. https://doi.org/10.1145/3270316.3271545
  • Abramova, V., & Bernardino, J. (2013). Ethic in massively multiplayer online role-playing games. In 2013 1st International Conference of the Portuguese Society for Engineering Education (CISPEE) (pp. 1–9). Porto, Portugal: IEEE. https://doi.org/10.1109/CISPEE.2013.6701985
  • Adinolf, S., & Turkay, S. (2018). Toxic behaviors in esports games: Player perceptions and coping strategies. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 365–372). Melbourne, VIC, Australia: ACM. https://doi.org/10.1145/3270316.3271545
  • Akgül, G. D., & Kılıç, M. (2020). Fen bilgisi öğretmen adaylarının eğitsel dijital oyunlar ve KODU uygulamasına yönelik görüşleri. Fen Bilimleri Öğretimi Dergisi, 8(2), 101–120.
  • Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353–359. https://doi.org/10.1111/1467-9280.00366
  • 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
  • Angelides, M. C., & Agius, H. (Eds.). (2014). Handbook of digital games (1st ed.). Wiley. https://doi.org/10.1002/9781118796443
  • Brignall, T. W., & Van Valey, T. L. (2007). An online community as a new tribalism: The World of Warcraft. In Proceedings of the 40th Annual Hawaii International Conference on System Sciences (HICSS’07) (p. 179b). Waikoloa, HI: IEEE. https://doi.org/10.1109/HICSS.2007.71
  • Cairns, P., Cox, A., & Nordin, A. I. (2014). Immersion in digital games: Review of gaming experience research. In M. C. Angelides & H. Agius (Eds.), Handbook of digital games (1st ed., pp. 337–361). Wiley. https://doi.org/10.1002/9781118796443.ch12
  • Carr, D. (2023). Ahlaki ve/veya erdemli karakterin eğitimi için rol modellemenin tehlikeleri. Eğitimde Felsefi Araştırma, 30(1), 68–79.
  • Childress, M. D., & Braswell, R. (2006). Using massively multiplayer online role‐playing games for online learning. Distance Education, 27(2), 187–196. https://doi.org/10.1080/01587910600789522
  • Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior, 10(4), 575–583. https://doi.org/10.1089/cpb.2007.9988
  • Davide, F., Triberti, S., & Collovà, F. (2014). Exchanging social information in online social games. In M. C. Angelides & H. Agius (Eds.), Handbook of digital games (1st ed., pp. 197–234). Wiley. https://doi.org/10.1002/9781118796443.ch8
  • Flores, A., & James, C. (2013). Morality and ethics behind the screen: Young people’s perspectives on digital life. New Media & Society, 15(6), 834–852.
  • Gee, J. P. (2007). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
  • Glesne, C. (2014). Nitel araştırmaya giriş (4. baskı; A. Ersoy & P. Yalçınoğlu, Çev.). Ankara: Anı Yayıncılık.
  • Green, M. C., & Jenkins, K. M. (2014). Etkileşimli anlatılar: Kullanıcı odaklı hikayelerde süreçler ve sonuçlar. İletişim Dergisi, 64(3), 479–500.
  • Greenfield, P. M. (2014). Mind and media: The effects of television, video games, and computers. Psychology Press.
  • Greitemeyer, T., & Osswald, S. (2011). Playing prosocial video games increases the accessibility of prosocial thoughts. The Journal of Social Psychology, 151(2), 121–128. https://doi.org/10.1080/00224540903365588
  • Hand, M., & Moore, K. (2006). Community, identity and digital games. In J. Rutter & J. Bryce (Eds.), Understanding digital games (pp. 166–182). London: SAGE Publications Ltd. https://doi.org/10.4135/9781446211397.n10
  • Heron, M., & Belford, P. (2014). ‘It’s only a game’—Ethics, empathy and identification in game morality systems. The Computer Games Journal, 3(1), 34–53. https://doi.org/10.1007/BF03392356
  • Herrewijn, L., & Poels, K. (2014). Rated A for advertising: A critical reflection on in‐game advertising. In M. C. Angelides & H. Agius (Eds.), Handbook of digital games (1st ed., pp. 305–335). Wiley. https://doi.org/10.1002/9781118796443.ch11
  • Huffaker, D., Wang, J., Treem, J., Ahmad, M. A., Fullerton, L., Williams, D., … Contractor, N. (2009). The social behaviors of experts in massive multiplayer online role-playing games. In 2009 International Conference on Computational Science and Engineering (pp. 326–331). Vancouver, BC: IEEE. https://doi.org/10.1109/CSE.2009.13
  • Jeff Yan, J., & Choi, H. (2002). Security issues in online games. The Electronic Library, 20(2), 125–133. https://doi.org/10.1108/02640470210424455
  • Peterson, M., Wang, Q., & Wang, H. (2023). Mapping the research trends of digital game-based language learning (DGBLL): A scientometrics review. Computer Assisted Language Learning, 1–30.
  • Piaget, J. (2015). Çocuğun ahlaki yargısı (A. Beyaz, Ed.; İ. Dündar, Çev.). İstanbul: Pinhan Yayıncılık. Polis Akademisi Başkanlığı, Güvenlik Bilimleri Enstitüsü, Ankara, Türkiye, & Özüdöğru Erdoğan, H. N. (2022). Anti-Islam in digital games. Current Perspectives in Social Sciences, 26(1), 162–168. https://doi.org/10.54614/JSSI.2022.1052901
  • Raven, J., & O’Donnell, K. (2010). Using digital storytelling to build a sense of national identity amongst Emirati students. Education, Business and Society: Contemporary Middle Eastern Issues, 3(3), 201–217. https://doi.org/10.1108/17537981011070118
  • Ribble, M. (2015). Digital citizenship in schools: Nine elements all students should know. International Society for Technology in Education.
  • Robb, B. (1998). What is values education—And so what? Retrieved from https://www.semanticscholar.org/paper/WHAT-IS-VALUES-EDUCATION-AND-SO-WHAT-Robb/bbe035e99028e334d4c398d5c89132214ea57b26
  • Robin, B. R. (2008). Digital storytelling: A powerful technology tool for the 21st century classroom. Theory Into Practice, 47(3), 220–228. https://doi.org/10.1080/00405840802153916
  • Sadik, A. (2008). Digital storytelling: A meaningful technology-integrated approach for engaged student learning. Educational Technology Research and Development, 56(4), 487–506. https://doi.org/10.1007/s11423- 008-9091-8
  • Sak, R., Şahin Sak, İ. T., Öneren Şendil, Ç., & Nas, E. (2021). Bir araştırma yöntemi olarak doküman analizi. Kocaeli Üniversitesi Eğitim Dergisi, 4(1), 227–256. https://doi.org/10.33400/kuje.843306
  • Sanchez, T. (2005). The story of the Boston Massacre: A storytelling opportunity for character education. The Social Studies, 96(6), 265–269. https://doi.org/10.3200/TSSS.96.6.265-270
  • Sanchez, T. A. M. (1998a). Using stories about heroes to teach values. ERIC Digest. Retrieved from https://www.academia.edu/97866846/Using_Stories_about_Heroes_To_Teach_Values_ERIC_Digest
  • Sanchez, T. R. (1998b). Heroes, values, and transcending time: Using trade books to teach values.
  • Santrock, J. W. (2012). Adolescence (On dördüncü basımdan çeviri). Ankara: Nobel Akademik Yayıncılık.
  • Sönmez, V., & Alacapınar, F. G. (2011). Örneklendirilmiş bilimsel araştırma yöntemleri (Genişletilmiş 3. baskı). Ankara: Anı Yayıncılık.
  • Straughan, R., İmamoğlu, A., & Aksöz, T. (2008). Ahlaki gelişim, dini düşünce ve davranışlar. Sakarya Üniversitesi İlahiyat Fakültesi Dergisi, 10(17), 17–24. https://doi.org/10.17335/suifd.91435
  • Suwardy, T., Pan, G., & Seow, P.-S. (2013). Using digital storytelling to engage student learning. Accounting Education, 22(2), 109–124. https://doi.org/10.1080/09639284.2012.748505
  • Tappan, M. B. (1998). Moral education in the zone of proximal development. Journal of Moral Education, 27(2), 141–160. https://doi.org/10.1080/0305724980270202
  • Tikka, S. M., Kankaanranta, M., Nousiainen, T., & Hankala, M. (2009). Telling stories with digital board games: Narrative game worlds in literacies learning. In Games-based learning advancements for multi-sensory human computer interfaces: Techniques and effective practices (pp. 174–190). IGI Global Scientific Publishing.
  • Turkle, S. (2011). Life of Scrren. Simon & Schuster.
  • Verducci, S. (2014). Introduction: Narratives in ethics of education. Studies in Philosophy and Education, 33(6), 575–585. https://doi.org/10.1007/s11217-014-9411-x
  • Warren, S. J., Dondlinger, M. J., Jones, G., & Whitworth, C. (2010). Leveraging PBL and game to redesign an introductory course. Journal of Educational Technology, 7(1), 40–51.
  • Xu, Y., Park, H., & Baek, Y. (2011). A new approach toward digital storytelling: An activity focused on writing self-efficacy in a virtual learning environment. Educational Technology & Society, 14(4), 181–191.
  • Yüksel, P. (2011). Using digital storytelling in early childhood education: A phenomenological study of teachers’ experiences. Retrieved from https://open.metu.edu.tr/handle/11511/21182

Ahlakın Kodlarla iletiminde Dijital Oyunlar ve Değerler Eğitimi

Yıl 2025, Cilt: 44 Sayı: 2, 421 - 469, 31.12.2025
https://doi.org/10.7822/omuefd.1750286

Öz

Bu çalışma, dijital oyunların değerler eğitimi bağlamında ahlâkî aktarım potansiyelini eleştirel bir bakış açısıyla değerlendirmeyi ve bu süreçte etkili olan pedagojik, kültürel ve teknolojik dinamikleri bütüncül bir çerçevede analiz etmeyi amaçlamaktadır. Çocuklar ve gençler dijital kültürle iç içe büyürken, geleneksel değer aktarım yöntemleri hem içerik hem de yöntem açısından yetersiz kalmakta; bu durum değerler eğitiminin dijital çağda yeniden düşünülmesini zorunlu kılmakta ve konunun eğitsel, etik ve kültürel bağlamda taşıdığı stratejik önemi artırmaktadır.
Araştırma kapsamında nitel tarama modeli benimsenmiş; oyun temelli öğrenme kuramları, ahlâkî temsil yaklaşımları, dijital medya okuryazarlığı çerçevesi ve güncel eğitim teknolojileri literatürü ışığında çok boyutlu kuramsal bir analiz gerçekleştirilmiştir. Veriler, uluslararası düzeyde yayımlanmış akademik makaleler, raporlar ve kitaplar üzerinden sistematik içerik çözümlemesi yöntemiyle değerlendirilmiş; özellikle yapay zekâ ve artırılmış gerçeklik tabanlı oyun ortamlarında değer aktarımının nasıl mümkün olduğu, hangi koşullarda etkisizleştiği ve nasıl optimize edilebileceği araştırılmıştır. Çalışmanın temel bulgularına göre, dijital oyunlar yalnızca bilgi sunan değil, aynı zamanda ahlâkî kararlar almayı, empati kurmayı, sosyal sorumluluk geliştirmeyi mümkün kılan birer deneyim alanı olarak yapılandırıldığında değer aktarımında anlamlı, kalıcı ve davranışa dönüşen bir etki oluşturabilmektedir. Ancak bu etki, sadece içerik düzeyinde değil; aynı zamanda oyun tasarımının ahlâkî senaryo derinliği, kişiselleştirme olanakları, duyuşsal etkileşim düzeyi ve etik sonuçların oyuncuya hissettirilmesi gibi tasarımsal unsurların varlığına bağlıdır. Aksi hâlde dijital oyunlar, eğlenceli ancak pedagojik bağlamdan kopuk simülasyonlara dönüşerek değer kazandırma potansiyelini kaybetmektedir. Bu bağlamda dijital oyunlar, değerler eğitiminin geleceğinde yalnızca yardımcı bir araç değil; pedagojik ve kültürel bir dönüşüm aracına evrilebilecek potansiyele sahip, çok katmanlı öğrenme ortamları olarak değerlendirilmelidir.

Kaynakça

  • Abramova, V., & Bernardino, J. (2013). Ethic in massively multiplayer online role-playing games. In 2013 1st International Conference of the Portuguese Society for Engineering Education (CISPEE) (pp. 1–9). Porto, Portugal: IEEE. https://doi.org/10.1109/CISPEE.2013.6701985
  • Adinolf, S., & Turkay, S. (2018). Toxic behaviors in esports games: Player perceptions and coping strategies. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 365–372). Melbourne, VIC, Australia: ACM. https://doi.org/10.1145/3270316.3271545
  • Abramova, V., & Bernardino, J. (2013). Ethic in massively multiplayer online role-playing games. In 2013 1st International Conference of the Portuguese Society for Engineering Education (CISPEE) (pp. 1–9). Porto, Portugal: IEEE. https://doi.org/10.1109/CISPEE.2013.6701985
  • Adinolf, S., & Turkay, S. (2018). Toxic behaviors in esports games: Player perceptions and coping strategies. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 365–372). Melbourne, VIC, Australia: ACM. https://doi.org/10.1145/3270316.3271545
  • Akgül, G. D., & Kılıç, M. (2020). Fen bilgisi öğretmen adaylarının eğitsel dijital oyunlar ve KODU uygulamasına yönelik görüşleri. Fen Bilimleri Öğretimi Dergisi, 8(2), 101–120.
  • Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353–359. https://doi.org/10.1111/1467-9280.00366
  • 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
  • Angelides, M. C., & Agius, H. (Eds.). (2014). Handbook of digital games (1st ed.). Wiley. https://doi.org/10.1002/9781118796443
  • Brignall, T. W., & Van Valey, T. L. (2007). An online community as a new tribalism: The World of Warcraft. In Proceedings of the 40th Annual Hawaii International Conference on System Sciences (HICSS’07) (p. 179b). Waikoloa, HI: IEEE. https://doi.org/10.1109/HICSS.2007.71
  • Cairns, P., Cox, A., & Nordin, A. I. (2014). Immersion in digital games: Review of gaming experience research. In M. C. Angelides & H. Agius (Eds.), Handbook of digital games (1st ed., pp. 337–361). Wiley. https://doi.org/10.1002/9781118796443.ch12
  • Carr, D. (2023). Ahlaki ve/veya erdemli karakterin eğitimi için rol modellemenin tehlikeleri. Eğitimde Felsefi Araştırma, 30(1), 68–79.
  • Childress, M. D., & Braswell, R. (2006). Using massively multiplayer online role‐playing games for online learning. Distance Education, 27(2), 187–196. https://doi.org/10.1080/01587910600789522
  • Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior, 10(4), 575–583. https://doi.org/10.1089/cpb.2007.9988
  • Davide, F., Triberti, S., & Collovà, F. (2014). Exchanging social information in online social games. In M. C. Angelides & H. Agius (Eds.), Handbook of digital games (1st ed., pp. 197–234). Wiley. https://doi.org/10.1002/9781118796443.ch8
  • Flores, A., & James, C. (2013). Morality and ethics behind the screen: Young people’s perspectives on digital life. New Media & Society, 15(6), 834–852.
  • Gee, J. P. (2007). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
  • Glesne, C. (2014). Nitel araştırmaya giriş (4. baskı; A. Ersoy & P. Yalçınoğlu, Çev.). Ankara: Anı Yayıncılık.
  • Green, M. C., & Jenkins, K. M. (2014). Etkileşimli anlatılar: Kullanıcı odaklı hikayelerde süreçler ve sonuçlar. İletişim Dergisi, 64(3), 479–500.
  • Greenfield, P. M. (2014). Mind and media: The effects of television, video games, and computers. Psychology Press.
  • Greitemeyer, T., & Osswald, S. (2011). Playing prosocial video games increases the accessibility of prosocial thoughts. The Journal of Social Psychology, 151(2), 121–128. https://doi.org/10.1080/00224540903365588
  • Hand, M., & Moore, K. (2006). Community, identity and digital games. In J. Rutter & J. Bryce (Eds.), Understanding digital games (pp. 166–182). London: SAGE Publications Ltd. https://doi.org/10.4135/9781446211397.n10
  • Heron, M., & Belford, P. (2014). ‘It’s only a game’—Ethics, empathy and identification in game morality systems. The Computer Games Journal, 3(1), 34–53. https://doi.org/10.1007/BF03392356
  • Herrewijn, L., & Poels, K. (2014). Rated A for advertising: A critical reflection on in‐game advertising. In M. C. Angelides & H. Agius (Eds.), Handbook of digital games (1st ed., pp. 305–335). Wiley. https://doi.org/10.1002/9781118796443.ch11
  • Huffaker, D., Wang, J., Treem, J., Ahmad, M. A., Fullerton, L., Williams, D., … Contractor, N. (2009). The social behaviors of experts in massive multiplayer online role-playing games. In 2009 International Conference on Computational Science and Engineering (pp. 326–331). Vancouver, BC: IEEE. https://doi.org/10.1109/CSE.2009.13
  • Jeff Yan, J., & Choi, H. (2002). Security issues in online games. The Electronic Library, 20(2), 125–133. https://doi.org/10.1108/02640470210424455
  • Peterson, M., Wang, Q., & Wang, H. (2023). Mapping the research trends of digital game-based language learning (DGBLL): A scientometrics review. Computer Assisted Language Learning, 1–30.
  • Piaget, J. (2015). Çocuğun ahlaki yargısı (A. Beyaz, Ed.; İ. Dündar, Çev.). İstanbul: Pinhan Yayıncılık. Polis Akademisi Başkanlığı, Güvenlik Bilimleri Enstitüsü, Ankara, Türkiye, & Özüdöğru Erdoğan, H. N. (2022). Anti-Islam in digital games. Current Perspectives in Social Sciences, 26(1), 162–168. https://doi.org/10.54614/JSSI.2022.1052901
  • Raven, J., & O’Donnell, K. (2010). Using digital storytelling to build a sense of national identity amongst Emirati students. Education, Business and Society: Contemporary Middle Eastern Issues, 3(3), 201–217. https://doi.org/10.1108/17537981011070118
  • Ribble, M. (2015). Digital citizenship in schools: Nine elements all students should know. International Society for Technology in Education.
  • Robb, B. (1998). What is values education—And so what? Retrieved from https://www.semanticscholar.org/paper/WHAT-IS-VALUES-EDUCATION-AND-SO-WHAT-Robb/bbe035e99028e334d4c398d5c89132214ea57b26
  • Robin, B. R. (2008). Digital storytelling: A powerful technology tool for the 21st century classroom. Theory Into Practice, 47(3), 220–228. https://doi.org/10.1080/00405840802153916
  • Sadik, A. (2008). Digital storytelling: A meaningful technology-integrated approach for engaged student learning. Educational Technology Research and Development, 56(4), 487–506. https://doi.org/10.1007/s11423- 008-9091-8
  • Sak, R., Şahin Sak, İ. T., Öneren Şendil, Ç., & Nas, E. (2021). Bir araştırma yöntemi olarak doküman analizi. Kocaeli Üniversitesi Eğitim Dergisi, 4(1), 227–256. https://doi.org/10.33400/kuje.843306
  • Sanchez, T. (2005). The story of the Boston Massacre: A storytelling opportunity for character education. The Social Studies, 96(6), 265–269. https://doi.org/10.3200/TSSS.96.6.265-270
  • Sanchez, T. A. M. (1998a). Using stories about heroes to teach values. ERIC Digest. Retrieved from https://www.academia.edu/97866846/Using_Stories_about_Heroes_To_Teach_Values_ERIC_Digest
  • Sanchez, T. R. (1998b). Heroes, values, and transcending time: Using trade books to teach values.
  • Santrock, J. W. (2012). Adolescence (On dördüncü basımdan çeviri). Ankara: Nobel Akademik Yayıncılık.
  • Sönmez, V., & Alacapınar, F. G. (2011). Örneklendirilmiş bilimsel araştırma yöntemleri (Genişletilmiş 3. baskı). Ankara: Anı Yayıncılık.
  • Straughan, R., İmamoğlu, A., & Aksöz, T. (2008). Ahlaki gelişim, dini düşünce ve davranışlar. Sakarya Üniversitesi İlahiyat Fakültesi Dergisi, 10(17), 17–24. https://doi.org/10.17335/suifd.91435
  • Suwardy, T., Pan, G., & Seow, P.-S. (2013). Using digital storytelling to engage student learning. Accounting Education, 22(2), 109–124. https://doi.org/10.1080/09639284.2012.748505
  • Tappan, M. B. (1998). Moral education in the zone of proximal development. Journal of Moral Education, 27(2), 141–160. https://doi.org/10.1080/0305724980270202
  • Tikka, S. M., Kankaanranta, M., Nousiainen, T., & Hankala, M. (2009). Telling stories with digital board games: Narrative game worlds in literacies learning. In Games-based learning advancements for multi-sensory human computer interfaces: Techniques and effective practices (pp. 174–190). IGI Global Scientific Publishing.
  • Turkle, S. (2011). Life of Scrren. Simon & Schuster.
  • Verducci, S. (2014). Introduction: Narratives in ethics of education. Studies in Philosophy and Education, 33(6), 575–585. https://doi.org/10.1007/s11217-014-9411-x
  • Warren, S. J., Dondlinger, M. J., Jones, G., & Whitworth, C. (2010). Leveraging PBL and game to redesign an introductory course. Journal of Educational Technology, 7(1), 40–51.
  • Xu, Y., Park, H., & Baek, Y. (2011). A new approach toward digital storytelling: An activity focused on writing self-efficacy in a virtual learning environment. Educational Technology & Society, 14(4), 181–191.
  • Yüksel, P. (2011). Using digital storytelling in early childhood education: A phenomenological study of teachers’ experiences. Retrieved from https://open.metu.edu.tr/handle/11511/21182
Toplam 47 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Türkçe ve Sosyal Bilimler Eğitimi (Diğer)
Bölüm Araştırma Makalesi
Yazarlar

İsmail Demir 0000-0001-9756-1901

Gönderilme Tarihi 24 Temmuz 2025
Kabul Tarihi 21 Ekim 2025
Yayımlanma Tarihi 31 Aralık 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 44 Sayı: 2

Kaynak Göster

APA Demir, İ. (2025). Digital Games and Values Education in the Transmission of Morality through Codes. Ondokuz Mayis University Journal of Education Faculty, 44(2), 421-469. https://doi.org/10.7822/omuefd.1750286