2017
DOI: 10.12973/eurasia.2017.00831a
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The Evaluation of the Effect of a Newly Designed Computer Game on 7th Grade Students’ Motivation Towards Science and Aggression

Abstract: In this study, it is aimed to design a computer game for the 7th grade Science lesson and evaluate the effect of the computer game on students' motivation and aggression. The quasi-experimental method has been selected as a quantitative method of research. The study group of the research is comprised of 444 7th grade students in total studying in 7 different schools chosen from each region of Turkey. In this context, while there is no interference in one of the two 7th grade classrooms from each school, the ot… Show more

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Cited by 13 publications
(13 citation statements)
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“…Computer games could improve student motivation in physical education, writing practice, and vocabulary acquisition. Computer games could improve student motivation by establishing engaging culture among 7 th -grade students (Say & Bag, 2017). In physical education, a hybrid instructional game could enhance student autonomy, perceived motivational context, enjoyment, and perceived competence (Gil-Arias et al., 2020).…”
Section: Resultsmentioning
confidence: 99%
“…Computer games could improve student motivation in physical education, writing practice, and vocabulary acquisition. Computer games could improve student motivation by establishing engaging culture among 7 th -grade students (Say & Bag, 2017). In physical education, a hybrid instructional game could enhance student autonomy, perceived motivational context, enjoyment, and perceived competence (Gil-Arias et al., 2020).…”
Section: Resultsmentioning
confidence: 99%
“…The students' performance and interest in science subjects have been related to several contextual, emotional and motivational factors, including volume of the subjects, workload, students' task orientation and personal abilities, instructional design and materials for effective teaching, teacher's efficacy and teaching skills, students' motivation and personality, class size, etc. (Abbasi et al, 2018;Ale, 1989;Armstrong, 2009;Bietenbeck, 2011;Ehrenberg, Brewer, Gamoran, & Willms, 2001;Harris & Sass, 2008;Kirillova et al, 2017;Kwon, 2016;Odogwu, 1994;Ohuche, 1978;Rus, Radu & Vanvu, 2016;Say & Bag, 2017;Shcherbakov et al, 2017;Wang & Hsieh, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…(Anderson, 2008;Aymen Peker, 2018;Çelik, 2017;Dowling, 2012;Koka, 2018;Yıldırım, 2012). Bu araştırmanın sonuçları, 5. sınıf öğrencilerinin başarıları üzerinde eğitsel oyunların etkisinin olmadığını belirten araştırmalar ile ters düşmektedir (Neimeyer, 2006;Zheng, 2012 (Baisa, 2009;Bressler, 2014;Nunes, Soares & Catarino, 2018;Reynolds-Perez, 2017;Rouse, 2013;Say & Bağ, 2017;Toprac, 2008;Yıldız, Şimşek, & Aras, 2016). (Alıcı, 2016;Arıcı, 2017;Canbay, 2012;Gürpınar, 2017;Koka, 2018;, işbirlikli öğrenmenin (Arslan, 2016;Ballıel, 2014;Çalıklar, 2015;Kılınç, 2014) ve işbirlikli öğrenme ile eğitsel oyunların birlikte kullanılmasının (Yıldız, Şimşek & Ağdaş, 2018) farklı örneklem gruplarında bilgilerin kalıcılığı üzerinde etkili olduğunu belirten alandaki diğer araştırma sonuçları ile uyumludur.…”
Section: Araştırma Sorusuna Ait Bulgularunclassified