Araştırma Makalesi
BibTex RIS Kaynak Göster

INVESTIGATING THE USAGE STATUS OF FOREIGN WORDS IN DIGITAL GAMES AMONG SECONDARY SCHOOL STUDENTS

Yıl 2025, Cilt: 15 Sayı: 1, 352 - 380
https://doi.org/10.24315/tred.1480414

Öz

The aim of this study, designed in the case study pattern among qualitative research designs, is to determine the usage status of foreign words found in digital games by secondary school students. The data of the research were collected through a survey and a semi-structured interview form. A survey was conducted with middle school students, and the semi-structured interview form was applied to Turkish language teachers. The findings were examined and coded according to content analysis. As a result of the study, it was concluded, based on the observations of Turkish language teachers, that 93.75% of the students in the schools where they work play digital games. According to Turkish language teachers, the greatest impact of digital games on students was found to be causing them to display aggressive behavior. Turkish language teachers' views on the impact of digital games on Turkish were determined to be 43.75% in terms of increasing the use of foreign words in digital games and 37.5% in terms of negatively affecting Turkish. Among the words heard, learned, and used by students through digital games and in daily life, the most frequently used words are "level," "online," "offline," "character," "bot," "ban," "boss," "team," "ticket," "total," "mod," "clan," "bug," "badge," according to the findings of the research.

Kaynakça

  • Doğan, F. Ö. (2006). Video games and children: violence in video games. New Symposium Journal, 44(4). 161-164.
  • Dursun, A., & Eraslan Çapan B. (2018). Digital game addiction and psychological needs in adolescents. Journal of Inonu University Faculty of Education, 19(2), 128-140.
  • Erboy, E. (2010). Factors affecting the computer game addiction of primary school 4th and 5th grade students (Published master's thesis). Adnan Menderes University Institute of Social Sciences, Aydın.
  • Erboy, E., & Akar Vural, R. (2010). Factors affecting computer game addiction of 4th and 5th grade primary school students. Journal of Aegean Education, 11(1), 39-58.
  • Gökbulut, B. (2020). The relationship between peer bullying and digital game addiction of secondary school students. Karaelmas Journal of Educational Sciences, 8(2020) 89-100.
  • Gökçearslan, Ş., & Durakoğlu, A. (2014). Investigation of secondary school students' computer game addiction levels according to various variables. Journal of Dicle University Ziya Gökalp Faculty of Education, (23), 419-435.
  • Horzum, M. B., Ayas, T., & Çakır Balta, Ö. (2016). Computer game addiction scale for children. Turkish Journal of Psychological Counseling and Guidance, 3(30).
  • Kardaş, M. N., & Koç, R (Ed.). (2021). Turkish language 2 academic writing education. Pegem Academy.
  • Kurt, A. S., İnce, P., & Taş Arslan, F. (2014). Attitudes of students studying at the second level of primary education towards computers. The Journal of Pediatric Research, 1(1):22-7.
  • Küçük, Y., & Çakır, R. (2020). Investigation of secondary school students' digital game addictions in terms of various variables. Turkish Journal of Primary Education (TUJPED), 5(2), 133-154.
  • Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: an expanded sourcebook (Second Edition). SAGE.
  • Ozan Leymun, Ş., Yurdakul, K., & Ferhan, O. (2017). The importance of case study in educational settings. Journal of Qualitative Research in Education, 5(3), 367-385.
  • Saban, A. (2008). Metaphors related to school. Educational Method in Theory and Practice (55), 459-496.

ORTAOKUL ÖĞRENCİLERİNİN DİJİTAL OYUNLARDAKİ YABANCI SÖZCÜKLERİ KULLANIM DURUMUNUN İNCELENMESİ

Yıl 2025, Cilt: 15 Sayı: 1, 352 - 380
https://doi.org/10.24315/tred.1480414

Öz

Nitel araştırma desenlerinden durum çalışması deseninde tasarlanan bu çalışmanın amacı, dijital oyunlarda bulunan yabancı sözcüklerin ortaokul öğrencileri tarafından kullanım durumunu tespit etmektir. Araştırmanın verileri anket ve yarı yapılandırılmış görüşme formu ile toplanmıştır. Ortaokul öğrencileri ile anket uygulaması, Türkçe öğretmenleri ile görüşme formu uygulanmıştır. Elde edilen bulgular içerik analizine göre incelenmiş ve kodlamalar yapılmıştır. Çalışmanın sonucunda Türkçe öğretmenlerinin gözlemlerinden hareketle görev yaptıkları ortaokullarda öğrencilerin %93,75’ inin dijital oyunlar oynadığı sonucuna ulaşılmıştır. Türkçe öğretmenlerine göre dijital oyunların öğrenciler üzerindeki en büyük etkisinin saldırganlık davranışı göstermelerine neden olması olduğu saptanmıştır. Dijital oyunların Türkçeye etkisine ilişkin Türkçe öğretmenlerinin görüşleri %43,75 oran ile dijital oyunların yabancı sözcük kullanımını arttırdığı ve %37,5 oranı ile Türkçeyi olumsuz etkilediği yönünde olduğu tespit edilmiştir. Öğrencilerin dijital oyunlar aracılığıyla duyduğu, öğrendiği ve günlük hayatta kullandığı sözcükler arasında en sık kullanılanlar “level”, “online”, “ofline”, “çar”, “bot”, “ban”, “boss”, “tim”, “ticket”, “total”, “mod”, “klan”, “bug”, “badge” gibi sözcükler araştırmanın bulguları arasındadır.

Kaynakça

  • Doğan, F. Ö. (2006). Video games and children: violence in video games. New Symposium Journal, 44(4). 161-164.
  • Dursun, A., & Eraslan Çapan B. (2018). Digital game addiction and psychological needs in adolescents. Journal of Inonu University Faculty of Education, 19(2), 128-140.
  • Erboy, E. (2010). Factors affecting the computer game addiction of primary school 4th and 5th grade students (Published master's thesis). Adnan Menderes University Institute of Social Sciences, Aydın.
  • Erboy, E., & Akar Vural, R. (2010). Factors affecting computer game addiction of 4th and 5th grade primary school students. Journal of Aegean Education, 11(1), 39-58.
  • Gökbulut, B. (2020). The relationship between peer bullying and digital game addiction of secondary school students. Karaelmas Journal of Educational Sciences, 8(2020) 89-100.
  • Gökçearslan, Ş., & Durakoğlu, A. (2014). Investigation of secondary school students' computer game addiction levels according to various variables. Journal of Dicle University Ziya Gökalp Faculty of Education, (23), 419-435.
  • Horzum, M. B., Ayas, T., & Çakır Balta, Ö. (2016). Computer game addiction scale for children. Turkish Journal of Psychological Counseling and Guidance, 3(30).
  • Kardaş, M. N., & Koç, R (Ed.). (2021). Turkish language 2 academic writing education. Pegem Academy.
  • Kurt, A. S., İnce, P., & Taş Arslan, F. (2014). Attitudes of students studying at the second level of primary education towards computers. The Journal of Pediatric Research, 1(1):22-7.
  • Küçük, Y., & Çakır, R. (2020). Investigation of secondary school students' digital game addictions in terms of various variables. Turkish Journal of Primary Education (TUJPED), 5(2), 133-154.
  • Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: an expanded sourcebook (Second Edition). SAGE.
  • Ozan Leymun, Ş., Yurdakul, K., & Ferhan, O. (2017). The importance of case study in educational settings. Journal of Qualitative Research in Education, 5(3), 367-385.
  • Saban, A. (2008). Metaphors related to school. Educational Method in Theory and Practice (55), 459-496.
Toplam 13 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Alan Eğitimleri (Diğer)
Bölüm Makaleler
Yazarlar

Vafa Savaşkan 0000-0002-3094-8084

Eda Günaydın 0000-0002-9946-7297

Erken Görünüm Tarihi 27 Ocak 2025
Yayımlanma Tarihi
Gönderilme Tarihi 8 Mayıs 2024
Kabul Tarihi 25 Ekim 2024
Yayımlandığı Sayı Yıl 2025 Cilt: 15 Sayı: 1

Kaynak Göster

APA Savaşkan, V., & Günaydın, E. (2025). ORTAOKUL ÖĞRENCİLERİNİN DİJİTAL OYUNLARDAKİ YABANCI SÖZCÜKLERİ KULLANIM DURUMUNUN İNCELENMESİ. Trakya Eğitim Dergisi, 15(1), 352-380. https://doi.org/10.24315/tred.1480414