2014
DOI: 10.7763/ijiet.2014.v4.359
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Male Students and Digital Game: Reason, Motivation and Feeling

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Cited by 14 publications
(7 citation statements)
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“…Students enjoyed the feeling of autonomy, discovery, ownership and mastery during gameplay. Educational games need to be designed in a way that they give room for these experiences (Arnab et al, 2015;Barab et al, 2010;Lameras et al, 2017;Sin et al, 2014. Interesting in the current study is that students experienced autonomy, ownership and discovery, even though the escape room setup was very strict and had few degrees of freedom, due to its design involving codes and locks.…”
Section: Usability For Science Educationmentioning
confidence: 98%
“…Students enjoyed the feeling of autonomy, discovery, ownership and mastery during gameplay. Educational games need to be designed in a way that they give room for these experiences (Arnab et al, 2015;Barab et al, 2010;Lameras et al, 2017;Sin et al, 2014. Interesting in the current study is that students experienced autonomy, ownership and discovery, even though the escape room setup was very strict and had few degrees of freedom, due to its design involving codes and locks.…”
Section: Usability For Science Educationmentioning
confidence: 98%
“…In this context, it is seen that there is a similarity between this research and the study conducted by Demirel et al (2019) according to gender variable. Sin et al (2014) stated that the male students' motivation to play digital games was investigated according to the results of the study, it was stated that the emotions that provide the motivation to play digital games of the male students have the challenge and control emotions (Sin et al, 2014). In this context, the results of this study and the research conducted by Sin et al In addition, according to the results of the research conducted by Sin et al (2014) It was stated that the most intense emotion felt by digital game players while playing digital games was entertainment.…”
Section: Discussion and Resultsmentioning
confidence: 99%
“…Focus group discussions were held between January and April 2017. We developed a discussion guide (Table 1) based on literature review of playing LBG, internet or online games, and related physical and psychosocial health perceptions [46][47][48][49][50][51][52][53][54]. The guide included topics such as perceptions of playing LBG (e.g., harmfulness relative to playing Pokémon GO and social interaction) and experience of playing LBG.…”
Section: Data Collectionmentioning
confidence: 99%