Fiziksel aktivite içerikli eğitsel oyunların dijital oyun bağımlılığına etkisi ve ebeveyn görüşleri
Küçük Resim Yok
Tarih
2022
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
Niğde Ömer Halisdemir Üniversitesi
Erişim Hakkı
info:eu-repo/semantics/openAccess
Özet
Yapılan bu araştırmanın amacı, fiziksel aktivite içerikli eğitsel oyunların dijital oyun bağımlılığına etkisinin incelenmesi ve dijital oyun bağımlılığına yönelik ebeveyn görüşlerinin alınmasıdır. Araştırmaya dijital oyun bağımlılık düzeyi yüksek olan 10-14 yaş arası belirlenmiş 79 öğrenci katılmıştır. Araştırmaya katılan öğrencilere, çocuklar için dijital oyun bağımlılık ölçeği (ÇİDOBÖ) uygulanmıştır. Amaçsal örnekleme yöntemlerinden ölçüt örnekleme ve benzeşik örnekleme yöntemleri kullanılarak deney ve kontrol grupları oluşturulmuştur. Deney grubuna 8 hafta 32 saat süre boyunca fiziksel aktivite içeren eğitsel oyunlar oynatılırken kontrol grubuna herhangi bir işlem uygulanmamıştır. Deneysel çalışmanın sonunda tekrar ÇİDOBÖ uygulanarak öğrencilerin dijital oyun bağımlılık düzeylerine etkisi belirlenmeye çalışılmıştır. Katılımcıların verileri SPSS 24 paket programına girilmiştir. Tüm değişkenler için normallik testleri yapılmıştır. Normal dağılan veriler için parametrik, normal dağılmayan veriler için nanparametrik testler uygulanmıştır. Araştırmanın ikinci aşaması olan nitel bölümde çalışma grubu olarak nicel bölümde yer alan katılımcıların ebeveynleri yer almıştır. Nitel sorular iki uzman görüşü alınarak nicel bölüme katılan öğrencilerin fiziksel-bilişsel-duyuşsal gelişim alanlarına yönelik olarak hazırlanmıştır. Nitel soruların güvenirliği Miles ve Huberman'ın (1994) önerdiği güvenirlik formülü ile (Güvenirlik=Görüş Birliği/(Görüş Birliği Görüş Ayrılığı)×100) hesaplanmıştır. Sonuç olarak fiziksel aktivite içerikli eğitsel oyunlar çalışmasına tabii tutulan öğrenciler ile bu deneysel çalışmaya dâhil edilmeyen öğrencilerin dijital oyun bağımlılık düzeylerinde bir farklılık gözlenmiştir. Fiziksel aktivite içerikli eğitsel oyunlar çalışmasına tabii tutulan öğrencilerin dijital oyun bağımlılık puanlarında bir düşüş olduğu görülürken fiziksel aktivite içerikli eğitsel oyunlar çalışmasına tabii tutulmayan öğrencilerin dijital oyun bağımlılık puanlarında bir artış olduğu tespit edilmiştir. Aynı zamanda kontrol grubuna göre deney grubunun oyun oynama süreleri deneysel çalışma sonrasında azaldığı tespit edilmiştir. Fakat katılımcıların yaş ve cinsiyet değişkine göre dijital oyun bağımlılık düzeylerinde bir farklılık görülmemiştir. Anahtar kelimeler; Oyun, Dijital Oyun, Bağımlılık, Oyun Bağımlılığı
The purpose of this research is to examine the effects of educational games including physical activity content on digital game addiction and to get views of parents on digital game addiction. 79 students between the ages of 10-14, who have high digital game addiction level, participated in the research. The digital game addiction scale for children (ÇİDOBÖ) was used to the students participating in this research. Experimental and control groups were formed by using criterion sampling and homogeneous sampling methods from the purposive sampling methods. While educational games containing physical activity were played in the experimental group for 8 weeks and 32 hours, no action or activity was conducted to the control group. At the end of the experimental study, ÇİDOBÖ was applied again and it was tried to specified the effect on the digital game addiction levels of the students. The data of the participants were processed into the SPSS 24 package program. Normality tests were performed for all variables. Parametric tests were used for normally distributed data and nonparametric tests were conducted for non-normally distributed data. In the qualitative part, which is the second stage of the research, the parents of the participants as the working group in the quantitative part were placed. Qualitative questions were prepared on the areas of physical-cognitive-affective development by taking two experts/ specialists' opinions. As a result, some differences were observed in the levels of digital game addiction between the students who were subjected to the study of educational games with physical activity and those who were not included in this experimental study. It was determined that there was a decrease in the digital game addiction scores of the students who were subjected to the educational games with physical activity content, while there was an increase in the digital game addiction scores of the students who were not subjected to the educational games with physical activity content. In addition, it was found that the playing time of the experimental group compared to the control group decreased after the experimental study. However, there was no difference in the digital game addiction levels according to the age and gender of the participants. Key Words; Game, Digital Game, Addiction, Game Addiction
The purpose of this research is to examine the effects of educational games including physical activity content on digital game addiction and to get views of parents on digital game addiction. 79 students between the ages of 10-14, who have high digital game addiction level, participated in the research. The digital game addiction scale for children (ÇİDOBÖ) was used to the students participating in this research. Experimental and control groups were formed by using criterion sampling and homogeneous sampling methods from the purposive sampling methods. While educational games containing physical activity were played in the experimental group for 8 weeks and 32 hours, no action or activity was conducted to the control group. At the end of the experimental study, ÇİDOBÖ was applied again and it was tried to specified the effect on the digital game addiction levels of the students. The data of the participants were processed into the SPSS 24 package program. Normality tests were performed for all variables. Parametric tests were used for normally distributed data and nonparametric tests were conducted for non-normally distributed data. In the qualitative part, which is the second stage of the research, the parents of the participants as the working group in the quantitative part were placed. Qualitative questions were prepared on the areas of physical-cognitive-affective development by taking two experts/ specialists' opinions. As a result, some differences were observed in the levels of digital game addiction between the students who were subjected to the study of educational games with physical activity and those who were not included in this experimental study. It was determined that there was a decrease in the digital game addiction scores of the students who were subjected to the educational games with physical activity content, while there was an increase in the digital game addiction scores of the students who were not subjected to the educational games with physical activity content. In addition, it was found that the playing time of the experimental group compared to the control group decreased after the experimental study. However, there was no difference in the digital game addiction levels according to the age and gender of the participants. Key Words; Game, Digital Game, Addiction, Game Addiction
Açıklama
Sosyal Bilimler Enstitüsü, Beden Eğitimi ve Spor Ana Bilim Dalı
Anahtar Kelimeler
Spor, Sports