ArticlePDF Available

Second Language Instructors’ Perspectives about the Use of Educational Games

Authors:
  • Isparta University of Applied Sciences

Abstract and Figures

The aim of this research is to analyze second language instructors’ perspectives about the use of educational games. A qualitative research design is utilized for analyzing the perspectives about educational games in second language learning at the graduate level. Data are collected through semi-constructed interviews. Participants consist of 11 instructors from the School of Foreign Language at a university located on the South West of Turkey. For data analysis, “Grounded Theory” method is conducted. Based on the data analyses, four categories that reflect the perspectives of foreign language instructors’ are formed. The categories are “current situation”, “usage”, “game features” and “efficacy to lesson” respectively. Data analysis reveals that the use of computer games as an instructional support tool may affect the way how computer games are employed in the lectures, the features of the game, in-class hardware and software infrastructure, and the perception and attitudes of instructors and students towards the computer games.
Content may be subject to copyright.
© Kamla-Raj 2013 Anthropologist, 16(1-2): 89-96 (2013)
Secondary and High School Teachers’ Perceptions Regarding
Computer Games with Educational Features in Turkey
Ebru Yilmaz Ince1 and Muhammet Demirbilek2
1Graduate School of Applied Science, Suleyman Demirel University, Isparta, 32260 Turkey
E-mail: ebruyilmaz@sdu.edu.tr
2School of Education, Suleyman Demirel University, Isparta, 32260 Turkey
E-mail: mdbilek@gmail.com
KEYWORDS Educational Compu ter Games. Teacher Perspectives. Games in Teaching. Game-based Learning
ABSTRACT The purpose of this study is to investigate secondary and high school teacher perceptions about
integrating educational computer games into their lessons. The participants consist of teachers who work at the 26
different secondary and high schools in Turkey. Two survey instruments were used to collect data from 58 1
participants. Data was analyzed using t-test, ANOVA test, Chi-square. Content analysis was also conducted to
analyze the interview data . The findings revealed teachers who use educational games in their classes are more
positive than the teachers who do not incorporate educational games in their lessons. Furthermore, secondary
school teachers were more positive towards integrating educational games in their courses than high schools
teachers. While tea chers expressed their willing to use edu cational computer games in their courses, the negative
aspects of computer games come to the fore according to the teacher perceptions.
Address for correspondence:
Assist. Prof. Muhammet Demirbilek
Suleyman Demirel University
School of Education
Department of Compu ter Education & Instructional
Technologies
East Campus, 32260 Isparta, Turkey
Office Phone:# 00 90 246 211 3871
Fax: 00 90 246 211 4505
E-mail: mdbilek@sdu.edu.tr
INTRODUCTION
Technological innovations influence fields
of science in both direct and indirect ways,
changing the teaching and learning environ-
ments and transforming the traditional methods.
Hence, the rapid development of Internet Com-
munication Technologies (ICTs) skills usage of
technologies in teaching has become inevitable
(Baytak et al. 2012; Psycharis et al. 2013). One of
the emerging educational technologies is edu-
cational computer game.
Educational computer games have been in-
troduced to students and teachers as an inno-
vative strategy for improving the quality of
teaching. These games have brought a new di-
mension to education by supporting student-
centered education, increasing student motiva-
tion and providing students the option to learn
while having fun (Cankaya and Karamete 2009).
Employing games in teaching and learning
gained popularity in countries with high levels
of socio-economic status also used in Turkey
and have become the subject of scientific re-
search. While reviewing research on computer
games conducted in Turkey using keywords
such as “educational computer games” and
“computer games”, the following themes were
found: game development, developed the game’s
implementation of the control and experimental
groups, the effect on students of educational
games, impact on students of educational games
developed by software companies. Table 1
shows categories /codes and the related educa-
tional computer game study which was conduct-
ed in Turkey. The categories of the research are
“Negative effects of computer games”, “Contri-
butions of educational games in class”, “Us-
ability of educational games”, “Effect of the atti-
tude towards the games in class” and “Teach-
ers’ perceptions about educational games”.
The effect of computer games on student
success is as important as the teachers’ percep-
tions about educational computer games. This
study is based specifically on educational games.
It is aimed to describe what features the educa-
tional games should have that contribute to de-
velopment of teachers’ perceptions. The pur-
pose of this study is to measure and understand
secondary and high school teacher perceptions
about computer games. Additionally, the teach-
ers’ perceptions about the use educational games
in their lesson were also examined. Considering
introduction of educational games in the class-
90 EBRU YILMAZ INCE AND MUHAMMET DEMIRBILEK
room and usage of them will performed by teach-
ers and the teachers’ experience, the importance
of this research data occurs. The results ob-
tained through this study are deemed of interest
to educators, researchers and policy makers.
Game-based Learning
The game is well-known concept, which has
a primary place in the early years of human life.
This familiar activity usually leaves individuals
with memories of positive, pleasant and fun ex-
periences. Hands-on experience encourages the
individual to play the game and individual ac-
quires new knowledge during play, which refers
the individual to experience simulated real life
situations in a competitive way.
According to Gee (2003), a well-designed
game will allow for higher order thinking as well
as learning. He also states that theories of learn-
ing are embedded in games, therefore game play
and learning are related each other and happens
simultaneously (Gee 2003). Educational games
are defined as “software that allows students to
learn course topics or to develop problem-solv-
ing abilities by using game format” (Demirel et
al. 2003:141). Video games provide students with
experience in problem solving (Squire 2005).
Squire et al. (2008) presented a game-based learn-
ing model in their study that can be applied to
informal learning environments. Furthermore,
research findings such as the ability of games to
develop problem-solving skills revealed the ben-
efit of educational games in educational setting.
Students strive to solve the problem using dif-
ferent methods however game is so complex.
Pivec et al. (2004) found in their study that stu-
dents discover more than one method of solv-
ing the problems they face as they play the
game. Recent improvements in ICTs have led
many researchers to study computer games and
their effects on student learning.
TeachersPerceptions about Educational
Computer Games
The development of educational games has
prompted the use of computer games for educa-
tional purposes. This statement makes teach-
ers’ perceptions of educational computer games
more important. Niederhauser and Stoddart
(2001) examined relationships between teachers’
instructional perspectives and their use of tech-
nology in instruction. Can and Cagiltay (2006)
researched Turkish prospective teachers’ per-
ceptions regarding the use of computer games
with educational features. Tufekci (2007) ana-
lyzed pre-service computer teachers’ computer
game playing habits. Kebritchi et al. (2009) worked
with teachers to analyze websites supporting
the use of instructional games in K-12 setting.
Sardone and Devlin-Scherer (2009) researched
the views of teacher candidates on digital games
as learning tool. Sardone and Devlin-Scherer
(2010) also examined pre-service teachers’ re-
sponses to digital games for 21st-Century skills
development. Tuzun and Ozdinc (2010) conduct-
ed a case study related to pre-service teachers’
computer game playing characteristics and pref-
erences. Ketelhut and Schifter (2010) studied
Table 1: Compute r game research in Turkey
Category / Code Study references
Negative effects of computer games Kars (2010)
Contribu tions of educational games in class
success Kula (2005), Obut (2005), Yigit(2007), Ozturk (2007),
Yagiz (2007), Sert (2009 ), Ural (2009)
motiva tion Kula (2005), Ucgul (2007), Ural (2009)
cognitive learning goals Ozturk (2007), Oz (2009)
affective learning goals Ozturk (2007)
learning Erkus (2008), Kula (2005)
perma nent learning Yigit (2007)
Usability of educational games
preschool education Coruh (200 4)
engineering education Gokdal (2008)
architecture education Catak (20 09)
Effect of the attitude towards the games in class
mathemat ics Cankaya (2007), Ozturk (2007)
Teachers’ perceptions abou t educational games Can (2003), Coruh (2004)
TEACHERS’ PERCEPTIONS TO EDUCATIONAL COMPUTER GAMES 91
teacher professional development and game-
based learning which required attention to mul-
tiple factors including teacher efficacy in using
the software, pedagogical issues and school
culture. Their research provides a theoretical
model for successful technological implementa-
tion.
Purpose of the Study
The purpose of this study is to investigate
secondary and high school teachers’ percep-
tions of educational computer games and com-
puter games. For this purpose, the following re-
search questions are examined:
1. What are teachers’ general perceptions
about computer games and educational
computer games?
2. Is there a significant difference in teacher
perceptions about computer games and
educational computer games based on the
grade level of the teachers’ class?
3. Is there a significant difference in teacher
perceptions about computer games and
educational computer games based on the
teacher’s years of teaching experience?
4. Is there a significant difference in teacher
perceptions about computer games and
educational computer games based on the
gender of the teacher?
5. According to status of teachers to use
computer games in lessons, is there sig-
nificant difference in teacher perceptions
about computer games and educational
computer games?
6. What are the teachers’ perceptions of ed-
ucational computer games used in les-
sons?
METHODOLOGY
Participants
Non-random and a two-phase sampling meth-
od were used to select participants. In the first
phase, five hundred teachers from twenty-six
different schools, including thirteen secondary
and thirteen high schools, participated in this
study in Isparta / Turkey, by convenience sam-
pling method. Secondly fifteen teachers were
selected who uses educational computer games
in their lesson, by a purposive sampling method
for semi-structured interviews. For the first phase
of sampling, demographic information about
participants are given in Table 2. 225 female and
356 male teachers participated in surveys. 295
participants teach in secondary schools, 286 in
high school. These teachers were placed in one
of four groups, based on the number of years of
professional experience each had completed: 1-
10 years, 11-20 years, 21-30 years, 31 and above
years.
Interviews were used to answer the research
question, “What are the teachers’ perceptions
of educational computer games used in les-
sons?” In order to select a suitable sample for
this research question, participants were select-
ed who used educational computer games in les-
son, by a purposive sampling method. Six fe-
male and nine male participants in the interview;
nine of them work in secondary school and six
of them work in high school. Four English teach-
ers, four class teacher, two religion and ethics
teacher, two geography, one math, one chemis-
try and one music teacher participated in the
interview.
Procedures and Instruments
This study was designed as a survey re-
search study. The data were gathered through a
questionnaire (Can 2003) and a semi-structured
interview schedule. The survey form was com-
prised of four main sections. The first section
contained multiple-choice items in which teach-
Table 2: Demographic information of participants
Demographic Frequency %
information
Gender
Female 22 5 38.73
Male 356 61.27
Level of Education
Secondary 29 5 50.77
High 28 6 49.23
Professional Experience
1-10 years 11 9 20.48
11-20 years 24 0 41.31
21-30 years 17 0 29.26
31 and above years 52 8.95
Age21-25 ages 5 0.86
26-30 ages 64 11.02
31-35 ages 116 1 9.97
36-40 ages 118 2 0.31
41-45 ages 123 2 1.17
46 and above ages 15 5 26.68
92 EBRU YILMAZ INCE AND MUHAMMET DEMIRBILEK
ers were asked to provide demographic informa-
tion such as gender, level of education, profes-
sional experience and age. Also teachers were
asked to disclose their usage of educational
games in the classroom setting. In other sec-
tions of the survey, teachers responded to ques-
tions about their general perceptions of com-
puter games and educational computer games.
Teachers were also asked about the effective-
ness and usage preferences of computer games
with educational features. A four–point Likert
scale ranging from “strongly agree “to” strong-
ly disagree measured their responses. Addition-
ally, semi-structured interviews were conducted
with the 15 participants, to reveal their rationale
for usage of educational games in course, and
their perceived alignment of educational games
to the course and requirements. Interview ses-
sions were recorded with the permission of the
interviewees.
Data Analysis
Statistical and qualitative data analyses were
the two primary data analysis phases of this re-
search. The questionnaires were coded; next the
data was entered into Statistical Package for the
Social Sciences (SPSS). The descriptive data,
was used to calculate frequencies and percent-
ages. Also t-test, ANOVA test and Chi-square
test were used for determining significant differ-
ence regarding demographic information, as well
as the relationships between usage of educa-
tional games and demographic information. The
content analysis method was used to analyze
the qualitative data, as explained by Yildirim and
Simsek (2000). Moreover, Miles and Huberman
(1994) suggest that final inter-coder agreement
should approach or exceed 90%, so this analy-
sis was conducted then the result of analysis
according to codes was 91%.
RESULTS
Teachers’ Perceptions towards
Computer Games
The survey’s second section examines the
arithmetic means and standard deviations of re-
sponses to reveal teachers’ general perceptions
regarding computer games with educational fea-
tures. For the second part of the questionnaire,
findings are shown in Table 3. When teachers’
general perceptions regarding computer games
with educational features are examined, “Play-
ing violent games affect people negatively”
(M=4.62, SD=0.77) and “Playing computer games
leads to addiction” (M=4.27, SD=0.94) statements
were responded to as strongly agree. Accord-
ing to teacher answers, negative characteristics
of general computer games are emphasized. This
case can be explained by the limited amount of
educational games available to these teachers.
While there are several educational games lan-
guages, very few have multi-language choices.
Also teacher were not well informed about op-
tions for educational games.
In the third section of survey, teachers’ per-
ceptions on the effectiveness of educational
games were investigated (see Table 4). Teachers
responded to statements about the use of edu-
cational games in course. The responses includ-
ed, “Computer games with educational features
can be effective in learning when used as a
Table 3: Teachers’ ge neral perceptions towar ds computer games
Mean SD
8 Playing violent games affect people negatively.*4.62 0.77
5 Playing computer games leads to addiction.*4.27 0.94
9 Playing computer games affect the social life of the people negatively.*3.83 1.12
1 Playing computer games requires too much engagement time.*3.72 1.19
10 Playing computer games is a waste of time.*3.64 1.15
4 Girls and boys prefer playing different types of computer games. 3. 96 1.00
3 Playing computer games help developing some useful knowledge and skills. 3.1 2 1. 06
6 Playing computer games stimulate curiosity in learning something. 3. 02 1.07
7 When computer games are played with a group (friends, family), it helps development 2. 90 1.14
of social skills.
2 Playing computer games is suitable for every age group. 2.80 1. 33
11 Playing computer games is an important leisure time activity. 2. 79 1.27
12 Playing computer games is suitable for only children (element & secondlevel) 1. 88 1.12
* Negative
TEACHERS’ PERCEPTIONS TO EDUCATIONAL COMPUTER GAMES 93
teaching aid in courses.” The response to this
question yielded (M=3.69, SD=1.05). The state-
ments “Computer games can be effective in learn-
ing when a goal is specified in a game.” (M=3.48,
SD=1.05), “Computer games can be effective in
learning when they are based on realistic goals.”
(M=3.45, SD=1.09) and “Computer games can
be effective in learning when they provide co-
operative learning environment” (M=3.40,
SD=1.02). These questions were answered as
strongly agree.
In third section (see Table 5), the teachers’
general perceptions of educational computer
games with educational features were examined
using the following statements: Computer
games with educational features can be applica-
ble to all grade levels.” (M=3.56, SD=1.14), “Com-
puter games with educational features can be
used in accordance with the goals of schools’
curriculum plans.(M=3.52, SD=1.10), “Computer
games with educational features can help stu-
dents fulfill cognitive learning goals which are
defined in the schools’ curriculum plans.”
(M=3.41, SD=1.04) and “Computer games with
educational features can help students fulfill
psychomotor learning goals which are defined
in the schools’ curriculum plans.” (M=3.41,
SD=1.05) These questions were answered as
strongly agree by the teachers.
Level of Teachers’ Education
“Is there a significant difference in teacher
perceptions about computer games and educa-
tional computer games based on the grade level
of the teachers’ class”? Was the second research
question of the study? A t-test was performed
according to grade level of the teachers’ class.
Fifteen significant differences were found which
showed the secondary school teachers on aver-
age viewed the use of educational games in class
more positive than high school teachers.
Professional Experience
For the comparison of teachers’ perception
about educational computer games based on the
number of years of professional experience a
Table 4: Teachers’ perspective about usage of educational computer games in the cours e in ter ms of
effe ctiveness
Computer games with educational features Mean SD
13 can be effective in learning when used as a teaching aid in courses. 3. 69 1.05
19 can be effective in learning when a goal is specified in a game. 3. 48 1.05
22 can be effective in learning when they are based on realistic goals. 3.45 1.0 9
17 can be effective in learning when they provide cooperative learning environment. 3.40 1 .02
18 can be effective in learning when they provide competitive learning environment. 3. 39 1.06
20 can be effective in learning when students are allowed to choose their own 3.31 1.09
goals in a game.
16 can be effective in learning when used as a main instructional tool in schools. 3.27 1.23
14 can be effective in learning when used as a reward in courses. 3.14 1.16
15 can be effective in learning when used to fill the free times of students in courses. 3.08 1.19
23 can be effective in learning when they are based on fantasy goals. 2.76 1.2 0
21 can be effective in learning when a goal is not specified in a game. 2.3 9 1.20
Table 5: Teachers’ pe rceptions regarding educ ational computer game s
Computer games with educational features Mean SD
24 can be applicable to all grade levels. 3. 56 1.14
26 can be used in accordance with the goals of schools’ curriculum plans. 3. 52 1.10
29 can help students fulfill cognitive learning goals which are defined in the schools’ 3. 41 1.04
curriculum plans.
30 can help students fulfill psychomotor learning goals which are defined in the schools’ 3. 41 1.05
curriculum plans.
31 can help students fulfill affective learning goals which are defined in the schools’ 3. 39 1.10
curriculum plans.
25 can be applicable to all subject matters. 3. 23 1.18
27 can be used without causing any problem with the schools’ curriculum plans in terms of 3. 20 1.13
classroom mana gement.
28 can be used in accordance with the goals of schools’ curriculum plans. 3. 18 1.13
94 EBRU YILMAZ INCE AND MUHAMMET DEMIRBILEK
teacher had, an ANOVA Tukey HSD test was
performed. Significant differences were found
when questions were analyzed that revealed
teachers with less professional experience were
more support educational games. However, for
the item, “Computer games with educational fea-
tures can be used without causing any problem
with the schools’ curriculum plans in terms of
classroom management” 31 and above years
group was attended more the 1-10 groups
(F=4.04, p=0.00).
Gender
When comparing gender differences, t-test
was performed, which revealed male teachers
had more positive views about educational
games when compared to their female counter-
parts. Significant differences were found in ques-
tions about computer games from females more
than male. The other positive meaning and sig-
nificant differences found questions were ana-
lyzed male teachers’ attendance was more than
male.
Use Educational Computer Games in Lesson
When the teachers’ perception about edu-
cational computer games based on usage in a
course was examined, teachers who described
themselves as educational computer games us-
ers were more positive about the utility of edu-
cational computer games in their course than
non-users. In this study, participants reported
usage percentages of educational computer
games in their courses as 30.12% for secondary
school teachers and 11.19% for secondary
school teachers. Teachers who use educational
games in their lesson emphasized the benefits
of incorporating educational games into their
classes. These benefits included; motivation,
long-term retention, fun, visual aesthetics, ef-
fortless and individual learning. Motivation had
a maximum frequency code amongst teacher with
(N=10). Also requirements teachers needed to
use educational games in their classes were
found in the interview transcripts. The require-
ments included Internet access, projector, com-
puter, technical information and the ability to
judge the appropriateness of the game to match
curricular needs. Internet access was the most
frequently mentioned requirement (N=13), with
many of the teachers requiring Internet access
to use cloud based or online game. Teachers
viewed themselves as technically unprepared
for the computer usage skills needed for educa-
tional games. At times, teachers were unable to
resolve some problems that could have been
expressed from4 the computer. The participants
had emphasized the necessity of increasing the
amount of educational computer games that
aligned with the curriculum. The teachers’ per-
ceptions of educational computer games by
teachers that used educational computer games
in lesson can be summarized as the following:
Games were acquired from the Internet for
free. Teachers obtain the games through
their own efforts for use in their course;
Benefits of using educational games were
motivation, permanent learning, fun, vi-
sual aesthetics, effortless and individu-
alized learning opportunities for stu-
dents;
Requirements teachers needed to use ed-
ucational games in their classes were In-
ternet access, projector, computers, tech-
nical information and the ability to judge
the appropriateness of the game to match
curricular needs.
DISCUSSION
In this study, when research questions are
examined in the light of the statistical and de-
scriptive findings of this study, teachers’ per-
ceptions about computer games were negative,
therefore “Playing computer games affect the
social life of the people negatively” and “Play-
ing computer games is a waste of time” items
were prominent. The questionnaire and inter-
views revealed educational computer games
were considered an asset to courses. Studies
emphasized that the prospective computer teach-
ers who participated in research had positive
perceptions regarding the use of computer
games with educational features in education.
Considering gender differences, male teachers
have a more positive perspective on education-
al computer games than female colleagues. This
finding is comparable to recent studies which
highlights most prospective teachers are male
gamers. The teachers’ perception about educa-
tional computer games according to usage of
educational computer games in the class was
examined. Teachers who used educational com-
puter games in their course more positive about
TEACHERS’ PERCEPTIONS TO EDUCATIONAL COMPUTER GAMES 95
the potential of educational computer games
than non-users. Also teacher who used educa-
tional games emphasized benefits of education-
al games were motivation, long-term retention,
fun, visual aesthetics, effortless and individual
learning, while requirements for educational
games were Internet access, projector, comput-
er, technical information and the ability to judge
the appropriateness of the game to match cur-
ricular needs. In this research, motivation was
the code most frequently repeated code in the
category of benefits as a result of interviews;
educational computer games were considered a
positive impetus towards students’ motivation.
CONCLUSION
In conclusion, while teachers address the
negative aspects of computer games, they also
recognize that educational computer games can
be employed in lessons for the benefit of stu-
dent learning. Furthermore, educational comput-
er games can be effective when used as a teach-
ing assistant in lessons. Secondary schools
teachers appear more positive towards using
educational games in their course than high
schools teachers. Teachers who use education-
al games in their lessons are more positive to-
ward the educational digital games than teacher
who do not use gaming in their course. Teach-
ers, who use educational games in their lesson,
emphasized that there are benefits of education-
al games such as motivation, long-term learn-
ing, fun, visuals and individual learning.
RECOMMENDATIONS
The research and information obtained from
this study yields the following recommendations:
Teachers’ preference should be consid-
ered in the design of educational comput-
er games.
Educational computer games should be
designed as a teaching aid in courses.
Teachers should be informed about game-
based learning method.
Teachers should be informed about cur-
rent educational computer games.
Educational computer games should be
designed in accordance with schools’ cur-
riculum plans.
Game library should be established for?
Educators should be trained in education-
al games.
REFERENCES
Baytak A, Akbiyik C, Usa k M 2012. Parents percep-
tion over use of ICT in education. Technics Tech-
nolog ies Educatio n Manag eme nt, 7(3): 1158-
1167.
Can G 2003. Perceptions of Prospec tive Compute r
Teachers toward the Use of Computer Games with
Educationa l Features in Education. Natural and
Applied Sciences, Department of Computer Edu-
cation and Instructional Technology. Master The-
sis, Unpublished. Ankara. Middle East Technical
University.
Can G, Cagiltay K 2006. Turkish prospective teachers’
perceptions regarding the use of computer games
with educational features. Educational Technolo-
gy and Society, 9(1): 308-3 21.
Cankaya S 2007. Oran-Oranti Konusunda Gelistirilen
Bilgisayar Oyunlarinin Ogrencilerin Matematik
Dersi ve Egitsel Bilgisayar Oyunlari Hakkindaki
Dusu ncelerine Etkisi. Fen Bilimleri Enstitusu ,
Bilgisayar ve Ogretim Teknolojileri Anabilim Dali,
Yuksek Lisans Tezi. Balikesir Universitesi.
Cankaya S, Kara mete A 2009. The effects of educa-
tional computer games on students’ attitudes to-
wards mathematics course and educational com-
puter ga mes. Proce dia Social and Beh aviora l
Sciences, 1: 145–149.
Catak G 2009. Tasarim egitimind e bilg isayar oyun-
larinin kullanimina yonelik bir model onerisi. Fen
Bilimleri Enstitusu, Mimarlik Anabilim Dali. Dok-
tora Tezi. Yildiz Teknik Universitesi.
Coruh L 2004. Bilgisayar Destekli Egitim (BDE) Kap-
saminda Hazirlanan Bilgisayar Oyun larinin 4-6
Yas Arasi Cocuklara Temel Kavramlarin Ogretilm-
esindeki Etkisi. Egitim Bilimleri Enstitusu, Grafik
Egitimi Bilim Dal i, Yuksek Lisans Tezi.Ga zi
Universitesi,
Demirel O 20 03. Planla mad an Degerlendirmeye
Og retme Sanati . 3. Ba ski, PegemYay incilik,
Ista nbul, pp. 187-18 8.
Erkus E 2008. Tek Oyunculu Bilgisayar Oyunla rinin
Kelime Ogrenime Etkisi. Egitim Bilimleri Ensti-
tusu, Yabanci Diller Egitimi Anabilim Dali, In-
gilizce Ogretmenligi Bilim Dali, Yuksek Lisans
Tezi, Marmara Universitesi.
Gee J 2003. What Video Games Have to Teach Us About
Learning and Literacy? New York: Palgrave Mac-
millian.
Gokdal G 2008. Muhendislik Egitimi icin Bilgisayar
Oyunu Gelistirilmesi ve Kullanilmasi Ornek Cal-
isma. Bilgisayar Muhendisligi Anabilim Dali, Yuk-
sek Lisans Tezi. Atilim Universitesi.
Kars GB 2010. Siddet Icerikli Bilgisayar Oyunlarinin
Cocuklarda Saldirganliga Etkisi. Saglik Bilimleri
Enstitusu, Disiplinler Arasi Adli Tip Anabilim Dali,
Yuksek Lisans Tezi Ankara Universitesi.
Kebritchi M, Hirumi A, Ka ppers W, Henry R 2009.
Analysis of the supporting web sites for the use of
Instructional games in K-12 setting. British Jour-
nal of Educational Technology, (4): 733–754.
Kula A 2005. Ogretimsel Bilgisayar Oyunlarinin Temel
Aritmetik Islem Becerilerinin Gelisimine Etkisi.
Fen Bilimleri Enstitusu, Bilgisayar ve Ogretim
Teknolojileri Anabilim Dali, Yuksek Lisans Tezi,
Hacettepe Universitesi.
96 EBRU YILMAZ INCE AND MUHAMMET DEMIRBILEK
Miles MB, Huberman AM 1994. Qualitative Data Anal-
ysis. 2nd Edition. Thousand Oaks, CA: Sage.
Niederhau ser DS, Stoddart T 2001. Teachers’ instruc-
tional perspectives and use of educational soft-
ware. Teac hing and Teacher Education, 17: 15-
31 .
Ozturk D 2007. Bilgisayar Oyunlarinin Cocuklarin Bi-
lissel ve Duyussal Gelisimleri Uzerindeki Etkisi-
nin Incelenmesi, Egitim Bil imleri En stitusu ,
Bilgisayar ve Ogretim Teknolojileri Egitimi
Anabilim Dali, Yuksek Lisans Tezi. Dokuz Eylul
Universitesi
Pivec M, Kou bek A, Dondi C 2004. Guidelines for
Game-based Learning. Pabst Science Publishers.
Psycharis S, Chalatzoglidis G, Kalogiannakis M 2013.
Moodle as a learning environment in promoting
con ceptua l understan ding for secondary school
students. Eurasia Journal of Mathematic s, Sci-
enc e and Technology Education, 9(1): 11-21.
Sardone NB, Devlin-Scherer R 2009. Teacher candi-
dates’ views of digital games as learning devices.
Issues in Teacher Education, 18 (2): 46-67.
Sardone NB, Devlin-Scherer R 2010. Teacher candi-
date responses to digital games: 21st-century skills
development. Journal of Research on Techn olo-
gy in Education, 42(4): 409-42 5.
Sert S 2009. Egitsel Bilgisayar Oyunlarinin Lise Ogren-
cilerinin Internete Iliskin Bilgi Duzeyi Performan-
sina Etkisi: Quest Atlantis Ornegi. Hacettepe Uni-
versitesi, Fen Bilimleri Enstitusu , Bilgisayar ve
Ogretim Tek nolojiler i Anabilim Dali , Yuksek
Lisa ns Tezi.
Squire K 200 5. Game-bas ed Learn ing: Present and
Future State of the Field. Madison, WI: Universi-
ty of Wisconsin-Madison Press.
Squire KD, DeVane B, Durga S 2008. Designing centers
of expertise for academic learning through video
games. New Media and Education in the 21st Cen-
tury, 47: 240–251.
Tu fekci A 2007 . Bilgisa yar ogretmeni a dayla rinin
bilgisayar oyunu oynama aliskanliklari. Gazi Uni-
versitesi. Endu striyel Sanatlar Egitim Fakultesi
Dergisi 21: 38-54.
Tuzun H, Ozdinc F 2010. Ogretmen Adaylarinin Bilgisa-
yar Oyunu Oynama Aliskanliklari ve Tercihlerine
Yonelik Bir Durum Calismasi. Uluslar arasi Ogret-
men Yetistirme Politika lari ve Soru nlari Sem-
poz yumu II. 16–18 Mayýs 2010. Hacettepe Uni-
versitesi, Beytepe-Ankara.
Ural MN 2009. Egitsel Bilgisayar Oyunlarinin Eglendi-
rici ve Motive Ed ici Ozelliklerinin Akademik
Basariya ve Motivasyona Etkisi. Egitim Bilimleri
Enstitusu, Doktora Tezi. Anadolu Universitesi.
Ucgul M 2007. Bilgisayar Oyunlarinin Ogrenci Gudu-
lenmesine Etkisi. Compu ter Educa tion and In-
structional Technology, Degree of Master, Mid-
dle East Technical University.
Yildirim A, Simsek H 2000. Sosyal Bilimlerde Nitel
Arastirma Yontemleri. 2nd Edition. Ankara: Seckin
Publication.
Yagiz E 2007. Oyun-Tabanli Ogrenme Orta mlarinin
Ilk ogretim Ogrencilerinin Bilgisayar Dersindeki
Basarilari ve Oz-Yeterlik Algilari Uzerine Etkile-
ri. Fen Bilimleri Enstitusu, Bilgisayar ve Ogretim
Teknolojileri Anabilim Dali, Yuksek Lisans Tezi,
Hacettepe Universitesi.
Yigit A 2007. Ilk Ogretim 2.Sinif Seviyesinde Bilgisa-
yar Destekli Egit ici Matema tik O yunla rinin
Basariya ve Kaliciliga Etkisi. Sosyal Bilimler En-
stitusu , Bi lgisaya r ve O gretim Tek nolojileri
Ana bilim Dali, Yuksek Lisans Tezi, Cuk urova
Universitesi.
... Koether (2003) described the use of a "name game" to teach students chemical information; Gublo (2003) used a "trivia game" to teach laboratory safety methods. Gaming is a characteristic of human nature, hence it can be claimed that the history of gaming goes back to the beginning of the history of human being (Demirbilek, Yilmaz, & Tamer, 2010). According to Juul (2003) a game is a rule based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in Switzerland, 2013 order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable. ...
Article
Full-text available
When discussing the current state of art with regard to the use of new technologies in foreign and second language learning one thing is blinking sharply: Simulation Games. Simulator games have prepared a great pedagogical context for young sailors and mariners. The importance of creating pedegugical context for sailors and mariners to learn English as a second or foreign language is the essence of this study. Simulation games show potential not just for engaging and entertaining users, but also in promoting language learning. In this research we survey the effect of simulation Games on sailor and mariners’ English vocabulary and pronunciation learning of Khoramshahr Navy University. The results clearly showed that these kinds of games have a significant impact of learners, especially when they learn English as ESP like the sailors and mariners.
... By applying Internet games, instructors and parents can ascertain that their children are prepared for the pleasing experi-ence of reading and writing [17,30]. Demirbilek et al. [31] inspected the foreign language teachers' ideas about the use of educational games in foreign language learning at the graduate level. The findings displayed that the use of computer games as an instructional means can influence the way how computer games are used in the lectures, the characteristics of the game, in-class hardware and software infrastructure, and the perceptions and attitudes of teachers and pupils towards the computer games. ...
Article
Full-text available
Using digital games in language learning is beneficial, but their effectiveness in the Bangladeshi EFL context has been overlooked. Therefore, the purpose of this research was to evaluate the impact of playing digital games on Bangladeshi EFL learners’ ability to remember and retain the language. The Oxford Quick Placement Test was given to 78 Bangladeshi English as foreign language students. Based on the findings, 50 primary school pupils were selected based on the convenient sampling method as the study’s target group for further investigation. Afterward, they were separated into two groups: one for the experiment and another for the CG. After that, all subjects were subjected to pretesting, and then, the therapy was administered. The EG was educated by the researcher via the use of digital games. The participants in the EG were taught English vocabulary via the use of a computerized game, which they found entertaining. On the other hand, the students of the CG received a traditional vocabulary teaching. After teaching 90 vocabulary in nine sessions, an immediate vocabulary posttest was conducted on both groups to determine the treatment’s possible effects on their vocabulary recall. Three weeks later, a delayed posttest was given to the participants to examine the effect of digital games on their vocabulary retention. The results of paired samples and independent sample t -tests showed that there was a significant difference between the immediate and delayed posttests of the EG and CGs in favor of the EG. The EG outperformed the CG both on the immediate and delayed posttests. This study has some implications for teaching and learning vocabulary.
... In this sense, Demirbilek et al. [47] explored the relationship among four categories (current situation, usage, game features, and efficacy for lesson) and second-language instructors' perspectives. The authors concluded that 'the way how computer games are employed during the instruction, the features of the game, hardware and software infrastructure of the classroom affect the perception and attitudes of instructors and students towards the computer games' (p. ...
Article
Full-text available
There is a good body of literature about digital-game-based language learning (DGBL), but research has mainly focused on students as game players rather than as future educators. This paper reports on a research conducted among 154 teacher candidates at a higher-education institution in Spain regarding the adoption of digital games in education. It analyzes the participants’ knowledge of and attitudes toward digital games in foreign language learning. Quantitative and qualitative data were gathered through a pre/post-test, digital game presentations, and student blog posts. The research comprised five stages associated with critical thinking skills (definition, selection, demonstration, discussion, and reflection), including a game learning module. In the first two stages, preservice teachers completed the module activities and selected different games aimed at teaching English to children in preschool and elementary education. In the last two, they illustrated, discussed, and evaluated the digital games in class following a rubric and reflected on their perception in blog posts. In this four-week research based on a mixed method and convenience sampling, quantitative and qualitative data were gathered through a pre- and post-test survey about student perceptions toward the use of video game in the classroom, class discussion, and blog posts. Statistical data analysis unveiled gender-based differences related to gameplay frequency and genre preferences. The Wilcoxon signed-rank test was used as a nonparametric statistical hypothesis test to compare the two sets of scores resulting from the same participants, and it showed a significant difference (p ≤ 0.05) after the treatment in two of the five dimensions in the survey about teacher candidates’ attitudes toward game usage in education, namely, usefulness (U) and preference for video games (PVG). Research findings revealed preservice teachers’ positive attitudes but lack of practical knowledge about the use of digital games in foreign-language learning
... It is viewed as a snappy, simple, and powerful method for passing on the importance of vocabulary. Gaming is an attribute of human nature, therefore it can be maintained that the narration of gaming goes back to the beginning of the history of human being (Demirbilek, Yilmaz, & Tamer 2010). Schlimme (2002) considers that video games provide a context in which applicants can discuss themes and results in order to facilitate their understanding of other notions and can develop children's reading, spelling, and spatial abilities and critical-analyzing techniques. ...
... Similarly, additional studies have determined that EFL instructors' receptivity towards DGBLL is shaped by their prior experience with gaming. Demirbilek, Yılmaz, and Tamer (2010) found current use and gamebased features mediate usage to inform attitudes towards pedagogical implementation among post-graduate level second language educators. Chik (2012) focused on the ways in which gamers (both teachers and non-teachers) identify the learning that takes place during English language gameplay. ...
Despite the prevalence of digital gaming as a leisure activity and research attesting to the affordances of digital game-based language learning (DGBLL) for English as a foreign language (EFL), the use of DGBLL remains low, especially outside the United States. A survey was carried out in order to understand both the beliefs and behaviors of pre-service EFL teachers in Germany regarding DGBLL. Utilizing constructs from a variety of instruments, students were asked about their prior experience with digital media for language learning, their perceived language skills and language learning strategies, their digital game playing behaviors , their digital language learning behaviors, and their beliefs regarding DGBLL. The results demonstrate that the cohort engages in limited DGBLL despite holding generally positive beliefs about the activity. While favorable beliefs were found to be inversely related to prior experience in formal school settings, current engagement in game playing affects perceived English language skills and language learning strategies positively. These findings have significant implications for EFL teacher education as regards DGBLL and further illuminate the habits and attitudes of so-called "digital natives."
... Na perspectiva desses alunos, a abordagem de atividades lúdicas, mostrou-se significativa, pois o que antes era tido como abstrato e sem sentido para o aprendiz, após utilização dessas metodologias, geralmente, passa a ser compreendido como algo que tem sentido e que faz parte da sua realidade (Negreiro et al., 2014). Demirbilek et al. (2010), afirmam que nos ambientes em que jogos são aplicados, os alunos podem reunir informações necessárias para criar suas próprias soluções para os problemas propostos pelo professor. Os jogos podem contribuir para a formação dos alunos, visto que, desenvolvem possibilidades de enfrentar desafios, buscar soluções, ampliar a capacidade crítica, intuição, capacidade de criar problemas e possibilidade de alterá-los (Brasil, 2000). ...
Article
Full-text available
Resumo O estudo objetiva refletir sobre a contribuição do programa Pibid na formação inicial de professores de Química destacando a importância da relação teoria e prática e a relevância das mediações e do tempo no processo de aprendizagem da docência. A pesquisa consiste em um estudo de caso com 114 participantes (85 alunos, 24 bolsistas e 5 supervisores) e tem enfoque quantitativo. Os resultados indicam a percepção dos futuros professores quanto aos reflexos dessa experiência na sua formação. Conclui-se que as situações vivenciadas no Pibid contribuíram expressivamente na formação acadêmica, profissional e pessoal dos bolsistas, destacando que o trabalho realizado nas escolas trouxe impactos positivos também para professores e alunos envolvidos nas atividades do projeto. Palavras-chave: Formação inicial do professor. Pibid. Ensino de Química. Relação teoria e prática. Abstract The study aims to reflect on the contribution of the Pibid program in the initial formation of teachers of Chemistry highlighting the importance of the relation theory and practice and the relevance of mediations and time in the learning process of teaching. The research consists of a case study with 114 participants (85 students, 24 scholarship holders and 5 supervisors) and has a quantitative approach. The results indicate the perception of the future teachers regarding the reflexes of this experience in their formation. It is concluded that the situations experienced in the Pibid contributed significantly in the academic, professional and personal formation of the scholarship holders, emphasizing that the work carried out in the schools also had positive impacts for teachers and students involved in the project activities.
Article
Full-text available
p class="0abstract">For students of English as a Foreign Language (EFL), vocabulary mastery is an essential component of language skills. Vocabulary may contribute to the success of language skills. However, most students had some trouble learning vocabulary. Vocabulary learning requires an advanced technology such as online game. Therefore, this paper aims to investigate the outcome of using an online game named SpellingCity to enrich vocabulary, which is a part of modern gamification. The research design is to have 22 students finish one turn game of SpellingCity and then fill out a survey and interview at the end of the data collection process. The result was that all students agree that using SpellingCity increase their vocabulary acquisition besides of also learning the pronunciation. SpellingCity simple interface design is also found to be one of the factors why SpellingCity considered interesting and easy to play by these students.</p
Article
Full-text available
تسعى هذه الدراسة من خلال النظر في الأدبيات والدراسات السابقة إلى التعرف على إمكانية الاستفادة من استراتيجية التلعيب في تحسين تطبيق مدخل التعلم المتمركز حول المتعلم بهدف التغلب على بعض تحديات تعلم اللغة العربية لغير الناطقين بها مثل طرق التدريس التقليدية المتمركزة حول المعلم والحواجز النفسية لدى الطلاب كالخوف والخجل مما يعوق تفاعل الطلاب والمشاركة الإيجابية في تعلم اللغة. توصلت الدراسة من الناحية النظرية إلى إمكانية دمج استراتيجية التلعيب مع مدخل التعلم المتمركز حول المتعلم، والاستفادة منه في زيادة التفاعل والمشاركة وتشجيع الطلاب على المشاركة والممارسة والتدريب على اللغة.
Article
Full-text available
تسعى هذه الدراسة من خلال النظر في الأدبيات والدراسات السابقة إلى التعرف على إمكانية الاستفادة من استراتيجية التلعيب في تحسين تطبيق مدخل التعلم المتمركز حول المتعلم بهدف التغلب على بعض تحديات تعلم اللغة العربية لغير الناطقين بها مثل طرق التدريس التقليدية المتمركزة حول المعلم والحواجز النفسية لدى الطلاب كالخوف والخجل مما يعوق تفاعل الطلاب والمشاركة الإيجابية في تعلم اللغة. توصلت الدراسة من الناحية النظرية إلى إمكانية دمج استراتيجية التلعيب مع مدخل التعلم المتمركز حول المتعلم، والاستفادة منه في زيادة التفاعل والمشاركة وتشجيع الطلاب على المشاركة والممارسة والتدريب على اللغة.
Article
Full-text available
The purpose of this study is to investigate parents' perceptions over use of ICT in education and use of ICT by their children. As part of the case study, 93 parents from a private high school were accessed. A questionnaire consisting of 57 rating type and open-ended questions was the data source for this research. The results showed that parents had neutral attitudes towards use of ICT in education but they were against to unrestricted use of ICT by their children. Because they had deep concerns and worries regarding the internet, time spent it. front of a computer, and computer games, they were more in favor of having their children's use of ICT under certain rules and conditions. In addition, it was found that the parents had doubts and concerns regarding ICT integration and delivery of instruction through ICT.
Article
Full-text available
Schools appear to be facing a crisis of engaging secondary students in meaningful learning. Many are recognizing that the learning principles embodied in computer and video games reflect the best theories of cognition, yet are underutilized as an educational resource. This article suggests an alternative model for game-based learning outside of schools. Drawing on case studies of youth participating in a year-long program, it describes an approach to bridging learners' identities in and out of school through historical simulation computer games situated within a community of practice of game experts. Participants developed both academic skills and productive identities as consumers and producers of information through these cases. We propose a model of centers of expertise, learning programs that seek to foster and develop new media literacies with pay off in schools and that lead to new identities outside of school as well.
Article
Full-text available
This article explores research on the use of computerized games and simulations in language education. The author examined the psycholinguistic and sociocultural constructs proposed as a basis for the use of games and simulations in computer-assisted language learning. Research in this area is expanding rapidly. However, to date, few studies have critically investigated this body of work. The author reviewed key findings from influential studies. The author’s analysis reveals that, although these studies are subject to limitations, simulations and games present valuable opportunities for effective language learning. The contemporary literature on theories of language acquisition hypothesizes that simulations and games are beneficial methods for helping learners acquire another language. This article concludes by identifying potential areas for future research.
Article
Full-text available
The purpose of this research is to determine the differences of attitudes of students, who played the educational computer games developed for this research, towards both mathematics course and educational computer games. For this reason, researchers developed two educational computer games, Proportional Tetris and Proportional Clown, which are about ratio and proportion topic in mathematics education. Researchers used a survey including a demographic data form and two likert-like scales about both mathematics course and educational computer games. Educational computer games and the survey were applied to 176 students in two primary schools in Balikesir, Turkey. Whether educational computer games affected the students’ attitudes towards both mathematics course and educational computer games was tested with Paired Samples t test. Whether there is a meaningful relationship between students’ attitudes towards mathematics course and students’ attitudes towards educational computer games was tested with Pearson Correlation test. As a result, students’ attitudes towards both mathematics course and educational computer games became positive. But there wasn’t any change in attitudes of students who played Proportional Tetris and Proportional Clown.
Article
Supported by a grant from MASIE Center e-Learning CONSORTIUM.
Article
Researchers conducted a mixed-methods study with 21 undergraduate university students majoring in education to determine their ability to recognize the motivational factors and 21st-century learning skills associated with digital games. Results suggest that students in the study were able to detect the learning skills embedded in games. The majority of participants stated that the element of motivation was important, but motivation alone was not a sufficient reason to influence them to use digital-game-based instruction in their future classrooms. However, peer modeling and the positive responses received from middle/high school students to whom candidates taught games appeared to be factors in teacher candidates’ decision to use digital games in the classroom.