Journals / Advances in Artificial Intelligence Research / 2021 / Cilt: 1 Sayı: 2

Educational Aspect of History Themed Strategy Type Computer Games

Muhammet Emin Varelci(MUGLA SITKI KOCMAN UNIVERSITY, FACULTY OF TECHNOLOGY)0000-0002-9815-0087
Pages
60–66
Publication Date
2021-09-05
DOI
—
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

The use of computer games in education by programming has created many educational facts on a geographical basis, especially in history.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:In the study carried out, a general evaluation was made by examining the educational aspect of computer games in the category of history-themed strategy games and their relationship with education.
📊
Key Findings & Data:Today, with the rapid development of technology and its active use in many areas of life, it has become a necessity to be included in the education-teaching processes.
💡
Conclusion & Impact:The use of computer games in education by programming has created many educational facts on a geographical basis, especially in history.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:Computer games · History · Strategy

Abstract

In the study carried out, a general evaluation was made by examining the educational aspect of computer games in the category of history-themed strategy games and their relationship with education. Today, with the rapid development of technology and its active use in many areas of life, it has become a necessity to be included in the education-teaching processes. The use of computer games in education by programming has created many educational facts on a geographical basis, especially in history.

🔖

Cite This Article

Varelci, M. E. (2021). Educational Aspect of History Themed Strategy Type Computer Games. Advances in Artificial Intelligence Research, Cilt: 1 Sayı: 2, 60–66. https://ajindex.com/articles/1440813

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (12)

  1. Malta S., 2010, İlköğretimde Kullanılan Eğitsel Bilgisayar Oyunlarının Öğrencilerin Akademik Başarılarına Etkisi
  2. İçli G., Eğitim İstihdam ve Teknoloji, Pamukkale Üniversitesi Eğitim Fakültesi Dergisi Yıl:2001 Sayı:9
  3. İnal Y., Kiraz E., Bilgisayar Oyunları İdeoloji İçerir mi Eğitsel ve Ticari Oyunlara Bakış, Türk Eğitim Bilimleri Dergisi Yaz 2008, 6(3), 523-544
  4. Squire, K.D. (2004). Replaying history: Learning world history through playing Civilization III. Doctoral Dissertation, Indiana University: Indiana.
  5. Denizel D., Sanatın Yeni Evresi Olarak Bilgisayar Oyunları, FLSF (Felsefe ve Sosyal Bilimler Dergisi), 2012 Bahar, sayı: 13, s. 107-143
  6. Kaya A.,2013, Tokat, Çevrimiçi Oyun Bağımlılığı Ölçeğinin Geliştirilmesi: Geçerlik ve Güvenirlik Çalışması
  7. Kablan Z., Cop M., Türkiye’de Eğitsel Oyunlarla İlgili Yapılmış Çalışmaların Analizi, Kocaeli Üniversitesi Eğitim Dergisi, 1/1 2018
  8. Altınbulak D., Emir S., Avcı C. Sosyal Bilgiler Öğretiminde Eğitsel Oyunların Erişiğe Ve Kalıcılığa Etkisi, Hasan Ali Yücel Eğitim Fakültesi Dergisi Sayı 2 (2006), 35-51
  9. Gardner H., Multiple Intelligences: The Theory in Practice. New York: Basic Books. (1993).
  10. Doğusoy B., İnal Y., Çok Kullanıcılı Bilgisayar Oyunları ile Öğrenme, Mersin Üniversitesi (2006)
  11. Bayırtepe E,. Tüzün H,. Oyun-Tabanlı Öğrenme Ortamlarının Öğrencilerin Bilgisayar Dersindeki Başarıları Ve Öz-Yeterlik Algıları Üzerine Etkileri, Hacettepe Üniversitesi Eğitim Fakültesi Dergisi (H. U. Journal of Education) 33: 41-54 (2007).
  12. https://tr.wikipedia.org/wiki/Civilization_V (29.05.2021)