ANALYSIS OF THE PERCEPTIONS OF THE DIGITAL GAME CONCEPT 0F 9-10 YEAR CHILDREN BY MEANS OF METAPHORS
dc.contributor.author | Atasoy, Murat | |
dc.contributor.author | Ekiz, Meryem Altun | |
dc.contributor.author | Yalçınkaya, Ahmet | |
dc.date.accessioned | 2024-11-07T13:19:34Z | |
dc.date.available | 2024-11-07T13:19:34Z | |
dc.date.issued | 2018 | |
dc.department | Niğde Ömer Halisdemir Üniversitesi | |
dc.description.abstract | The aim of this research is to determine the thoughts of 9-10 yearold children about the digital game concept with the help of metaphors.The study group of the study consisted of 40 students, 22 in the agegroup of 9 and 18 in the age group of 10, who were educated in theacademic year of 2016-2017 in 30 Ağustos Zafer Primary School inKırşehir. In order to collect data in the study, \"metaphor form\" wasprepared to determine the students' thoughts about digital game concept.Students in metamorphic form are like \"digital game ...\" because ... \" theyare asked to complete the coven. In this study prepared according toqualitative research model, phenomenology is used. In the analysis of thedata; content analysis technique. For the reliability of the analysis of theresearch data, the reliability coefficient between the participants wascalculated [Opinion union / (Union union + Discretion of opinion) x 100]and this value was found to be 90%. By evaluating the data, it was seenthat the students produced a total of 19 metaphors. These metaphorsproduced are collected in 5 different categories. While the students werefound to develop metaphors in the most \"addictive\" category of digitalgame, they followed this category associate, Entertaining activities,Spending time, Violence\". In the addiction category, 6 metaphors wereproduced by the participants and it became the most widely used\"harmful habit\" metaphor. As a result, it has been determined thatstudents express the concept of digital game through differentperspectives through metaphors. | |
dc.identifier.doi | 10.7827/TurkishStudies.13865 | |
dc.identifier.endpage | 46 | |
dc.identifier.issn | 1308-2140 | |
dc.identifier.issue | 21 | |
dc.identifier.startpage | 37 | |
dc.identifier.trdizinid | 301474 | |
dc.identifier.uri | https://doi.org/10.7827/TurkishStudies.13865 | |
dc.identifier.uri | https://search.trdizin.gov.tr/tr/yayin/detay/301474 | |
dc.identifier.uri | https://hdl.handle.net/11480/13206 | |
dc.identifier.volume | 13 | |
dc.indekslendigikaynak | TR-Dizin | |
dc.language.iso | en | |
dc.relation.ispartof | Turkish Studies (Elektronik) | |
dc.relation.publicationcategory | Makale - Ulusal Hakemli Dergi - Kurum Öğretim Elemanı | |
dc.rights | info:eu-repo/semantics/openAccess | |
dc.snmz | KA_20241107 | |
dc.subject | Eğitim | |
dc.subject | Eğitim Araştırmaları | |
dc.subject | Davranış Bilimleri | |
dc.title | ANALYSIS OF THE PERCEPTIONS OF THE DIGITAL GAME CONCEPT 0F 9-10 YEAR CHILDREN BY MEANS OF METAPHORS | |
dc.type | Article |