Publication Date
In 2025 | 0 |
Since 2024 | 4 |
Since 2021 (last 5 years) | 15 |
Since 2016 (last 10 years) | 23 |
Since 2006 (last 20 years) | 26 |
Descriptor
Source
Author
Cagiltay, Kursat | 2 |
Simonson, Michael, Ed. | 2 |
Admiraal, Wilfried, Ed. | 1 |
Akcay, Hakan, Ed. | 1 |
Akçay, Arif | 1 |
Alkan, Selçuk | 1 |
Atasever, Askay Nur | 1 |
Attou, Amal Ben, Ed. | 1 |
Avci, Ummuhan | 1 |
Aydin Ilhan | 1 |
Ayhan Koç | 1 |
More ▼ |
Publication Type
Reports - Research | 18 |
Journal Articles | 16 |
Collected Works - Proceedings | 7 |
Books | 4 |
Speeches/Meeting Papers | 2 |
Collected Works - General | 1 |
Tests/Questionnaires | 1 |
Education Level
Audience
Location
Turkey | 26 |
Taiwan | 5 |
China | 3 |
Australia | 2 |
California | 2 |
Canada | 2 |
Florida | 2 |
Germany | 2 |
Indonesia | 2 |
Italy | 2 |
Japan | 2 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Academic Motivation Scale | 1 |
Beck Depression Inventory | 1 |
Eysenck Personality Inventory | 1 |
What Works Clearinghouse Rating
Aydin Ilhan – Journal of Global Education and Research, 2024
This study examined the relationship between physical activity, digital game addiction, and academic success among university students. Participants were university 704 students from Turkiye who did physical activity and played digital games. The sample group consisted of 704 university students (342 women and 362 men), selected through random…
Descriptors: Physical Activity Level, Video Games, Addictive Behavior, Academic Achievement
Recep Öz; Murat Tolga Kayalar; Ayhan Koç – Pakistan Journal of Distance and Online Learning, 2023
The study employed a quantitative research design using the general survey model to understand a large research population without intervening in variables. It involved 552 teacher candidates from an education faculty in Eastern Anatolia, Turkey, with 142 males and 410 females participating voluntarily. Data were collected using the Computer Game…
Descriptors: Computers, Video Games, Foreign Countries, Gender Differences
Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz; Sema Sulak – Technology, Knowledge and Learning, 2024
Due to the distance education implemented with the COVID-19 pandemic, online synchronous education activities have started to be carried out using tools such as Zoom. In this process, students have experienced various problems and one of them is related to cyberloafing behaviors (CLB). The main purpose of this study was to examine the factors…
Descriptors: COVID-19, Pandemics, Online Courses, Educational Technology
Koç, Feden – International Journal of Technology in Education, 2023
In this study, it is aimed to determine the effect of video game playing time on academic performance of students who play video games and take computerized accounting courses at Usak University and attend computerized accounting courses. The data obtained with the questionnaire applied to a total of seventy students within the scope of the study…
Descriptors: Video Games, Accounting, College Students, Educational Technology
Atasever, Askay Nur; Çelik, Levent; Eroglu, Yüksel – Participatory Educational Research, 2023
In this study, the mediating role of digital addiction in the relationship between academic motivation and life satisfaction was examined. The present study was quantitative in nature and correlational design was used. The data were collected through Google Forms. 191 university students selected by convenience sampling method participated in the…
Descriptors: College Students, Handheld Devices, Computer Games, Learning Motivation
Mustafa Koc; Mehmet Sinan Bugday – International Society for Technology, Education, and Science, 2023
With the development of technology, people's gaming tools and practices have also changed. While games are an activity that people need to have fun, they are also important for their cognitive and affective development. Today, digital games have largely replaced traditional games and become popular among children and young people. This situation…
Descriptors: Video Games, Addictive Behavior, Public Health, Health Behavior
Yilmaz, Ramazan; Karaoglan Yilmaz, Fatma Gizem; Avci, Ummuhan – Psychology in the Schools, 2023
Individual and multiple games played on the Internet are seen as a popular leisure activity, which is becoming increasingly common among young people. With the COVID 19 pandemic, the interest in Internet games has increased because young people spend more time at home. This has led to an increase in Internet gaming disorder, which is recognized by…
Descriptors: Foreign Countries, College Students, Internet, Time Management
Mehmet Sercan Uztosun; Muhammed Kök – Innovation in Language Learning and Teaching, 2024
Purpose: The present study has three objectives: (1) to explore whether there are statistically significant relationships between Extramural English (EE) engagement, second/additional language (L2) anxiety and communication apprehension, (2) to investigate whether EE engagement predicts these two constructs, and (3) to reveal possible predictive…
Descriptors: Foreign Countries, Correlation, English (Second Language), Second Language Learning
Akçay, Arif; Coskun, Burcu Karabulut – Journal of Learning and Teaching in Digital Age, 2023
Background: Individuals need to be conscious and aware not to experience the negative effects of digital games and identify the difference between dijital games and digital educational games. The use of digital educational games has four sub-dimensions. These are the "affective approach", the "perceived usefulness,"…
Descriptors: Preservice Teachers, Video Games, Computer Use, Addictive Behavior
Rashmi Aggarwal, Editor; Prachi Gupta, Editor; Satinder Singh, Editor; Rajni Bala, Editor – IGI Global, 2024
In the field of education, the quick progression of technologies poses both unprecedented challenges and unparalleled opportunities. As our classrooms undergo a large shift, traditional practices are being questioned, demanding a reevaluation of how we teach, learn, and prepare the leaders of tomorrow. The consensus is clear: for our students to…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Koc, Mustafa; Tunc, Rasim – International Society for Technology, Education, and Science, 2021
E-sports games have recently become a popular internet game especially among young people and are played at a professional and amateur level. The effect of replacing traditional games with such digital games on the development of children and young people is hotly discussed among the parents and educators. This study aims to investigate…
Descriptors: Video Games, Competition, Internet, High School Students
Uluay, Gulsah; Dogan, Alev – Journal of Education in Science, Environment and Health, 2020
The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. In accordance with this purpose, key factors towards using digital games in classroom are also observed. Convergent parallel design that is a type of mix method…
Descriptors: Preservice Teachers, Science Teachers, Teaching Methods, Electronic Learning
Tapan-Broutin, Menekse Seden; Ilkorucu, Sirin – Journal of Education and Training Studies, 2018
The aim of this research is to determine the different types of resources, regarding the thinking styles, used by mathematics teachers to create an a-didactical situation using a video-game from an essential resource. In this research embedded mixed method was used. Participants were ten teacher-student-researchers, studying at the master degree…
Descriptors: Masters Programs, Graduate Students, Thinking Skills, Mathematics Instruction
Kapidere, Metin – Cypriot Journal of Educational Sciences, 2021
With the rapid development of technology, digital games have become an important part of the educational process. The purpose of this study was to investigate digital educational game usage behaviour in terms of demographic variables. The model of this study is a factorial pattern among multi-variant patterns that aim to reveal the effects of…
Descriptors: Preservice Teachers, Student Attitudes, Video Games, Educational Technology
Sarigoz, Okan – Educational Policy Analysis and Strategic Research, 2019
Virtual reality, although it is in the real world, is a three-dimensional simulation model that brings users to a different environment with computer-generated graphics, video and audio, and enables communication with the media. Virtual reality is the imitation of the physical structure from a real world or an imaginary world in a…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education
Previous Page | Next Page »
Pages: 1 | 2