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A Study of the Prospective Teachers' Habits, Purposes and Preferences for Playing Computer Games: Maltepe University Sample
Today many applications have changed their platforms as the technological tools have become mobile. One of these applications serving for different purposes is computer games. Computer games defined as a tool for fun or reducing stress serve both to the education and personal development as they are...
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Published in: | Academic Journal of Information Technology 2013-07, Vol.4 (12), p.29-52 |
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Main Authors: | , , , , , |
Format: | Article |
Language: | English |
Subjects: | |
Online Access: | Get full text |
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Summary: | Today many applications have changed their platforms as the technological tools have become mobile. One of these applications serving for different purposes is computer games. Computer games defined as a tool for fun or reducing stress serve both to the education and personal development as they are the games both "pedagogic games" and also "intelligence/puzzle" etc. When we view in this respect, the computer games can be considered as useful applications for the trainers and students in the process of education. In this study, it has been aimed to define the habits and purposes for playing computer games and game preferences of the university students as prospective teachers considered as the future teachers. The study has been executed with 180 prospective teachers at Maltepe University located in Istanbul. In collecting data, "the Survey Defining the Habits for Playing Digital Games" has been used. The survey includes the questions about the demographic features, habits of playing games, game preferences and purposes for playing games and it has been concluded some findings. These findings: (a) 77.8% of the prospective teachers play computer games; (b) The games are played at home and with computers mostly; (c) The most played games of the game types are "intelligence/puzzle"; (d) The most preferred games on Facebook are "rummikub" and "card games"; (e) The duration that the boys play computer games daily is longer than the girls and the boys prefer the multi-player games mostly as device tool; (f) The types of the games played by boy and girl students differ; (g) Though the computer games are played for fun/entertainment most, the rate of the purpose for education is 55,6%. In the conclusion, some suggestions and highlights are written down based upon the study results.Original Abstract: Guenuemuezde teknolojik cihazlarin giderek mobil hale gelmesiyle pek cok uygulama platform degistirir hale gelmistir. Bu uygulamalarin onemli bir tanesi de degisik amaclara hizmet eden bilgisayar oyunlaridir. Bilgisayar oyunlari, eglence ya da stres atma araci olarak betimlendigi gibi, ayni zamanda gerek "egitsel oyunlar" olarak, gerekse "zeka/bulmaca" vs. tueruenden oyunlar olarak hem egitime hem de kisisel gelisime de hizmet etmektedir. Bu acidan baktigimizda, bilgisayar oyunlari egitim-ogretim suerecinde egitimci ve ogrencilere fayda saglayan uygulamalar olarak ta duesuenuelebilir. Bu arastirmada, gelecegin ogretmenleri olarak duesuenuelen ogretmen adayi ueniversite |
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ISSN: | 1309-1581 |
DOI: | 10.5824/1309-1581.2013.3.003.x |