Journals / Pegem Eğitim ve Öğretim Dergisi / 2016 / Cilt: 6 - Sayı: 1

Making A Digital Game Active: Examining The Responses of Students to the Adapted Active Version

Dijital Bir Oyunun Hareketli Hale Dönüştürülmesi: Öğrencilerin Uyarlanmış Hareketli Versiyona Verdiği Tepkilerin İncelenmesi

Pages
113–132
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)

This study has implications to design game based educational programs

📌 3 Key Takeaways

🎯
Objective & Hypothesis:The purpose of this study was to examine the differences between the responses to the digital and the active version of Angry Birds(TM).
📊
Key Findings & Data:Participants of this study were comprised of 26 secondary school students who enrolled in a state or a private school.
💡
Conclusion & Impact:This study has implications to design game based educational programs
🔬Design:Research Article
📍Scope:2012-2013 Verileri
⚙️Variables:Domain Parameters

Abstract

The purpose of this study was to examine the differences between the responses to the digital and the active version of Angry Birds(TM). Participants of this study were comprised of 26 secondary school students who enrolled in a state or a private school. The data for the study were collected during the 2012-2013 school years by using a three question semi-structured interview. The responses to the interviews were analyzed with the qualitative method of content analysis. 6 categories and 31 codes were emerged from the responses of the students. According to responses of the students, entertainment was the most cited category and mostly referred to active games. Negative emotions were controllable in the active game play even students found it more challenging. This study has implications to design game based educational programs

Özet

Bu çalışmanın amacı Angry Birds(TM) isimli oyunun dijital ve uyarlanmış aktif versiyonuna verilen tepkiler arasındaki farkların belirlenmesidir. Özel ya da devlet ortaokullarında öğrenim gören 26 öğrenci araştırmaya gönüllü olarak katılmıştır. Veriler 2012-2013 eğitim ve öğretim yılında 3 sorudan oluşan yarı yapılandırılmış görüşme formu kullanılarak toplanmıştır. Veriler içerik analizi yöntemi ile analiz edilmiş ve böylece 6 kategori altında 31 kod elde edilmiştir. Öğrencilerin yanıtlarına göre en fazla atıf alan kategori eğlence olmuş ve daha çok aktif oyunla ilişkilendirilmiştir. Öğrenciler aktif oyunu daha zorlu bulsalar da olumsuz duyguların aktif versiyonda kontrol edilebilir olduğunu belirtmişlerdir. Bu çalışmadan elde edilen verilerin oyun temelli eğitim programlarının hazırlanmasına katkı sağlayabileceği düşünülmektedir

🔖

Cite This Article

İNAN, M., DERVENT, F. (2016). Making A Digital Game Active: Examining The Responses of Students to the Adapted Active Version. Pegem Eğitim ve Öğretim Dergisi, Cilt: 6 - Sayı: 1, 113–132. https://ajindex.com/articles/285204

References (15)

  1. And, M. (2003). Oyun ve bügü. İstanbul:
  2. Yapı Kredi Yayınları.
  3. Aydemir, B. (2011). Dokunmatik ekran kullanımının öğrencilerin bilgisayar kullanımına ve eğitsel bilgisayar oyunlarına yönelik tutumlarına etkisinin araştırılması. Unpublished master's thesis, Ege Üniversitesi.
  4. Badegruber, B. (2006). 101 more life skills games for children. Berkeley, CA: Publishers Group West. Bernstein, E., Phillips, S. R., & Silverman, S. (2011). Attitudes and perceptions of middle school students toward competitive activities in physical education. Journal of Teaching in Physical Education, 30, 69- 83. Bork C.J. & King K. (1998) Electronic collaborators: Learner-centered technologies for literacy apprenticeship and discourse. C.J. Bork & K. King (Eds.) Computer conferencing and collaborative writing tool: Starting a dialogue about student dialogue(pp.3-23).
  5. Mahwah, NJ: Lawrence Erlbaum. Bracey, G.W. (1992) The bright facture of integrated learning system. Educational Technology, 32, 60-62.
  6. Burgos, D., Tattersall, C.,& Koper, R. (2007). Re-purposing existing generic games and simulations for e- learning. Computers in Human Behavior, 23, 2656-2667.
  7. Chou, C., & Tsai, M. J. (2007). Gender differences in Taiwan high school students' computer game playing. Computers in Human Behavior, 23(1), 812-824.
  8. Christison, A. & Khan, H.A. (2012). Exergaming for health a community-based pediatric weight management program using active video gaming. Clinical Pediatrics, 4(51), 382-388.
  9. Colwell, J. (2007). Needs met through computer game play among adolescents. Personality and Individual Differences, 43, 2072-2082.
  10. Cothran, D.J., & Ennis, C.D. (1998). Curricula of mutual worth: Comparisons of students' and teachers' curricular goals. Journal of Teaching in Physical Education, 17, 307-327.
  11. De Grove, F., Bourgonjon, J., &Van Looy, J. (2012). Digital games in the classroom? A contextual approach to teachers' adoption intention of digital games in formal education. Computers in Human Behavior, 28, 2023-2033
  12. Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. New York: Plenum. Di Tore, P.A. & Raiola, G. (2012). Exergames in motor skill learning. Journal of Physical Education and Sport, 12(3), 358-361.
  13. Dienstmann, R. (2008).
  14. Games for motor learning. Champaign, IL: Human Kinetics. Ferdinand, M. (2008) Exergames: Video games that keep players fit. National PTA. Retrieved July 10, 2014 from https://www.pta.org/files/Documents/OC-Exergames.doc
  15. Gee, J. P. (200