Today, with the developing technology, the use of computers, mobile phones and the internet has become indispensable tools of people’s lives. Technology has created new risks while facilitating the living conditions. Especially, there are various addiction concepts that negatively affect human life. Digital game addiction has been added to the concepts of addiction. Game addiction negatively affects the cognitive, psychological and social life of the individual. It is seen that such addiction rapidly spreading around the world are also widespread among children and young people in Turkey. The young population in Turkey is quite intense; it is necessary to investigate the problems related to digital games and find the optimal solution. In this research, it is aimed to investigate the digital game addiction, communication and loneliness perception levels of university students in terms of demographic variables. The sample of the study included 646 students studying at İnönü University in the 2018-2019 academic year. A survey that consists of personal information form, Digital Game Addiction Scale, Communication Skills Scale and UCLA Loneliness scale were used to collect data. The data obtained from the study were analyzed using independent t-test, one-way analysis of variance test (ANOVA) and Pearson’s Product-Moment Correlation Analysis. According to the results; digital game addictions of the participants vary according to gender, grade, parental educational degree, daily playing time and number of siblings. However, income level has no effect on digital gaming addiction. While gender, grade level, mother’s educational degree, duration of play and number of siblings have effects on communication skills; father’s education level and income level have no effect on it. There are significant relationships between students’ perception of loneliness and gender, mother and father educational degree and duration of playing time. One of the main finding obtained in the study; is a significant relationship between digital game addiction and communication skills while there is no statistically significant correlation between digital game addiction and loneliness.
öğrencilerin akademik öz-yeterlik algısı düzeyleri ile genel öz yeterlilik algısı puanları arasında orta düzeyde negatif yönlü anlamlı bir ilişki olmasıdır.
The purpose of this study is to examine the graphic design concept perceptions of university students who take graphic design education by using metaphors. The research was carried out with 160 students from the Department of Graphic Design at Inonu University, Hacı Bayram Veli University and Necmettin Erbakan University. A total of 142 students (87 female and 55 male) were considered to be surveyed. The students were asked a personal information form and an open-ended question via a questionnaire prepared by qualitative research method. The analysis of the survey data was evaluated by the content analysis method from qualitative research techniques. According to the analysis, the participants created 96 metaphors. The most repeated metaphors for graphic design are; Dreaming (7), Universe (6) and Freedom (6).The common characteristics of these metaphors produced by the participants were collected in eight sub-categories which are Effort /Labor dependent structure, Unlimited structure, Useful structure that facilitates, Multi-dimensional structure, Target-oriented structure, Changeable structure, Holistic structure, Uniform structure.According to the result obtained in the study, there are different perceptions of the graphic design based on gender and grades.
ÖzBu çalışmada, İnönü Üniversitesi Tıp Fakültesi Dönem II öğrencilerine verilen 'Tıpta Seramikle Üçboyutlu Düşleme' dersinde Zihinsel Boyutları ve Davranışsal Boyutlarına katkıları incelenmiştir. Eğitim süresi 12 hafta olan bu derse, 80 kişi kayıt yaptırmış ve devamlı öğrencilerden gönüllü olarak 18 ve 25 yaş ortalamasına sahip 23 kadın ve 22 erkek toplam 45 katılımcı seçilmiştir.Araştırmada, ayrıntılı ve derinlemesine veri toplama, katılımcıların zihinsel ve davranışsal yaratıcılık özelliklerini doğrudan öğrenme, mevcut durumlarını anlama ve açıklama amacıyla nitel araştırma yöntemi kullanılmıştır. Katılımcılara, bu dersle ilgili kendilerinde gözlemledikleri zihinsel ve davranışsal boyutta yaratıcılıklarına ilişkin açık uçlu sorular yöneltilmiştir. Öğrencilerin bu sorulara verdikleri cevaplar niteliksel olarak incelenmiş ve içerik analizi yöntemi ile analiz edilmiştir Anahtar Kelimeler: Tıp, Yaratıcılık, Sanat, Sanat Eğitimi ve Seramik. AbstractThe purpose of this study is to examine the impact of the course "Three-dimensional Imagining through Ceramics in Medicine"on the students of the Faculty of MedicineTerm II, Inonu University, in terms of contributions on Mental and Behaviour dimensions. A total of 80 people were enrolled the course "Three-dimensional Imagining through Ceramics in Medicine"which took 12 weeks. This study was carried outwith 45 volunteer medical students, 23 (51.11%) female and 22 (48.89%) male.In there search, qualitative researchs method was used like collecting detailed and in-depthdata, directly learning the mental and behavioral creativity characteristics of the participants, and understanding and explaining current situations.Participants were asked open-ended questions about their creativity in the mental and behavioral processes they observed in this course. The answers of the students to these questions were analyzed qualitatively and analyzed by the content analys is method.
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