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Eker, Halime; Tas, Ibrahim – International Journal of Technology in Education and Science, 2022
This study researches the mediating role of emotion regulation in the relationship between emotional autonomy and game addiction. The sample of the study consists of 335 adolescents. Ages of the sample are between 14 and 18, and the mean age is 15.78. 135 (40.3%) of the participants are 9th graders, 96 (28.7%) are 10th graders, 62 (18.5%) are 11th…
Descriptors: Adolescents, Emotional Response, Self Control, Personal Autonomy
Mustafa Metin; Neslihan Durmus – International Journal of Technology in Education and Science, 2024
The main purpose of the research is to determine teachers' views on the use of digital games in science education. In accordance with this purpose, the research was carried out with the phenomenology method which one of the qualitative research methods, was conducted with eight volunteer science teachers working in different public schools within…
Descriptors: Teacher Attitudes, Computer Games, Science Instruction, Teaching Methods
Lähdesmäki, Sirkku Anneli; Maunula, Minna – International Journal of Technology in Education and Science, 2022
High quality media education promotes media literacy and ensures citizens' smooth participation and engagement in the digital society. Digital media include powerful communication and interaction platforms that require new literacy skills. This study examines what new literacies can be found in the opinion writings of student teachers in relation…
Descriptors: Foreign Countries, Student Teachers, Media Literacy, Student Attitudes
Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – International Journal of Technology in Education and Science, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
Alper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa – International Journal of Technology in Education and Science, 2021
Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information,…
Descriptors: Educational Research, Educational Technology, Technology Integration, Instructional Effectiveness
Kucher, Tetyana – International Journal of Technology in Education and Science, 2021
Playing games holds an important role in learning and development. While designing and using digital game-based learning (DGML) environments becomes more appealing to educators, there is a disconnect between the goals that educators try to achieve and the design strategies they utilize to achieve their goals. The inclusion of game elements alone…
Descriptors: Educational Principles, Best Practices, Instructional Effectiveness, Game Based Learning
Yildirim, Osman; Ozdener, Nesrin – International Journal of Technology in Education and Science, 2021
Computer games are effective instructional tools used in programming courses to increase students' motivation and engagement. This participatory action research aims to redesign the Object-Oriented Programming course in which the first author is both the instructor and researcher to make it more effective and efficient. In the first step of the…
Descriptors: Action Research, Programming, Computer Science Education, Computer Software