Abstract

With the rapid development of technology, digital games have become an important part of the educational process. The purpose of this study was to investigate digital educational game usage behaviour in terms of demographic variables. The model of this study is a factorial pattern among multi-variant patterns that aim to reveal the effects of multiple independent variables together. In this study, prospective teachers’ digital educational game perceptions were considered as independent factorial patterns to observe the differences between gender, class level, education program, playing digital games and duration independent variable categories. The study group of the research consists of 230 teacher candidates who continue their education at Inonu University Faculty of Education. Digital Educational Game Perception Scale was used in this study. Perceptive awareness and perceptive control behaviors of male students are higher than female students. Prospective teachers playing digital games have higher levels of emotional dimension, perceptive awareness, perceptive control behavior and behavioral dimension. When the playing time is taken into account, the emotional dimension and perceptive awareness levels of those who play games for more than 10 hours are higher. The research can then be expanded by the other researcher or the other by obtaining qualitative opinions.
 
 
 Keywords: Digital Games; Digital Educational Games; Digital Games Using; Prospective Teachers

Highlights

  • Game playing has changed with technological developments and lifestyles

  • While the game activity was about humans imitating the natural events in the past, various tools such as computers, tablets and phones are used today for the game activities to occur in a virtual world

  • The answers for the following sub-problems were sought by considering gender, class level, program, digital gameplay and time variables: 1. Do prospective teachers’ digital educational games use emotional dimension (ED), perceptive benefit (PA), emotional control (DK) and behavioural dimension (ED) sub-dimensions a. show a significant difference for gender? b. show a significant difference for class level? c. show a significant difference for an education program? d. show a significant difference for playing digital games? e. show a significant difference for playing digital games duration?

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Summary

Cypriot Journal of Educational Sciences

Metin Kapidere a *, Inonu University, Faculty of Education, Malatya 44280, Turkey, https://orcid.org/0000-00020039-0710. Examination of prospective teachers' levels of using digital educational games.

Introduction
2.Method
Digital Game
Findings
Independent Variable Dependent F p
Full Text
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