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Kevser Hava; Mete Akcaoglu – Journal of Teacher Education and Educators, 2025
In this quasi-experimental study, we examined the effect of a self-reflection activity on the utility value of pre-service teachers in teaching game design. A pretest-posttest design was used to determine any differences associated with the intervention. 129 pre-service teachers from different majors participated in the study. The participants…
Descriptors: Preservice Teachers, Teacher Attitudes, Reflection, Computer Games
Sahin Idil; Orkun Kocak – Journal of Education in Science, Environment and Health, 2024
Climate change and its effects are impacting our world more and more with each passing day. For this reason, we must ensure that our children, as the society of the future, grow up as individuals with high environmental awareness, being aware of climate change and its effects. The aim of this study is to inform students about the subject of…
Descriptors: Elementary School Students, Climate, Educational Games, Computer Games
I?brahim Bozan; Erdal Taslidere – International Journal of Contemporary Educational Research, 2024
Coding tools that use blocks to create programs are popular among kids and play a key role in learning how to code. The effectiveness of the coding courses that are available nowadays depends on how well the tools match the students' needs. The aim of this study is to reveal the impact of digital game design-supported coding education with Scratch…
Descriptors: Academically Gifted, Grade 3, Elementary School Students, Foreign Countries
Sivrikaya, Tugba; Çetin, Müzeyyen Eldeniz – Journal of Learning and Teaching in Digital Age, 2023
This study aims to examine the digital game addiction levels of adolescent mainstreaming students in terms of various variables. 157 adolescent mainstreaming students between the ages of 12-18 who attend secondary school, Anatolian High School, Vocational and Technical Anatolian High School, and Vocational Education Center in Düzce province…
Descriptors: Computer Games, Video Games, Addictive Behavior, High School Students
Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
Merve Nur Durmus; Mustafa Metin; Neslihan Durmus – International Journal of Education in Mathematics, Science and Technology, 2025
This research was carried out to determine the opinions of science teacher candidates about digital game addiction. For this reason, the phenomenology method which one of the qualitative research methods, was used. The sample of this study consists of 5 science teacher candidates studying at different universities in the 2022-2023 academic year.…
Descriptors: Preservice Teachers, Science Teachers, Student Attitudes, Video Games
Ayse Gokcen; Özge Özel; Fatma Çalisandemir – International Journal of Psychology and Educational Studies, 2024
The purpose of this study is to investigate the activities that children engage in with technology. In this direction, preschool children's ownership of technological devices, which devices they own and what they do with these devices were examined. This study was designed as qualitative research. The study group consisted of 34 preschool children…
Descriptors: Preschool Children, Technology, Handheld Devices, Computer Use
Olcan Aslan; Irem Topuz; Jale Eldeleklioglu – Educational and Developmental Psychologist, 2025
Objective: The aim of this study is to investigate the mediating role of digital game addiction in the relationship between school belonging and psychological resilience of adolescents in middle school. Considering school belonging together with digital game addiction may help to better understand the risk and protective factors of psychological…
Descriptors: Addictive Behavior, Psychological Patterns, Correlation, Student School Relationship
Ince, Ebru Yilmaz; Sancak, Murat Emre – Journal of Learning and Teaching in Digital Age, 2022
Earthquakes are the movements of the earth's crust that originate in the ground, and they are one of the natural disasters that frighten people because they occur suddenly and often cause great loss of life and property. Earthquake natural disaster is the reality of Turkey and it is important to raise public awareness on this issue. Thanks to the…
Descriptors: Seismology, Foreign Countries, Educational Games, Computer Games
Nesrin Isikoglu; Kadriye Selin Budak; Müzeyyen Guzen – Early Childhood Education Journal, 2025
The current study aims to identify changing trends in digital play addiction tendencies among young children and parental guidance strategies before, during, and after the COVID-19 pandemic. In light of the bioecological model of development, it was hypothesized that the pandemic would have a significant impact on the addiction to digital play…
Descriptors: Young Children, Play, Addictive Behavior, Parent Role
Asli Akdeniz Kudubes; Yagmur Sezer Efe – Psychology in the Schools, 2024
This study was conducted as a descriptive and cross-sectional study to examine the effects of game addiction and social media addiction on the lifestyle of Turkish adolescents. The study was conducted between May to June 2022, involved 1116 adolescents in the 13-18 age group receiving education in three high schools situated in the Western region…
Descriptors: Social Media, Addictive Behavior, Telecommunications, Handheld Devices
Mustafa Seref Akin – International Journal of Game-Based Learning, 2023
The process of massive multiplayer online gamers and their social environment is analyzed in this context. Video games offer a platform for players to develop essential social and emotional skills with online gamers, such as predicting behaviors, providing support, and building relationships. Gaming serves as a communication channel, and games…
Descriptors: Foreign Countries, Computer Games, Video Games, Computer Mediated Communication
Melike Sule Yildiza; Yavuz Yaman – Journal of Learning and Teaching in Digital Age, 2024
The aim of this study is to investigate the effect of digital gamification-based instruction on the attitudes towards mathematics and anxiety of seventh-grade gifted students in the "Equation and Equation" unit. In this study, pretest-posttest unbalanced group experimental design was used. The study was conducted in the 2022-2023…
Descriptors: Gamification, Computer Games, Student Attitudes, Mathematics Anxiety
M. Engin Deniz; Hacer Yildirim Kurtulus; Yagmur Kaya – Psychology in the Schools, 2024
The presence of communication within the family can be considered as a protective factor in preventing the development of mental health problems in school by acting as a buffer against mental health problems in adolescents. Thus, this study, which was designed to reveal the potential mechanisms between family communication and bi-dimensional…
Descriptors: Foreign Countries, Family Relationship, Mental Health, Adolescents
Sacide G. Mazman Akar; Murat Özer – Journal of Pedagogical Research, 2025
This study explores the influence of digital literacy, parental styles, and background variables on digital game addiction among elementary school students. Given the formative nature of early childhood and the significant role of parental influence, understanding these relationships is essential to promoting healthy digital habits. The sample…
Descriptors: Video Games, Computer Games, Addictive Behavior, Elementary School Students