Multimedia for Learning: Methods and Development
Multimedia for Learning: Methods and Development
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Towards deeper learning through creativity within online communities in primary education
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
Profile of internet cafe users in Turkey
Telematics and Informatics
Review: Engagement in digital entertainment games: A systematic review
Computers in Human Behavior
Why girls go pink: Game character identification and game-players' motivations
Computers in Human Behavior
Digital educational game value hierarchy from a learners' perspective
Computers in Human Behavior
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The purpose of this study is to examine high school students' preferences, playing habits, expectations, and thoughts concerning computer games. One-thousand two hundred and twenty-four (1224) vocational high school students, studying at eight different schools in six cities within four different regions in Turkey, participated in the study. The results reveal that female students expect games to have instructive elements, while males desire elements that are entertaining, competitive, and multi-player. Females complained about negative aspects of computer games, such as causation of laziness and motivation for aggressive behavior, more than males. The students suggested that computer games might be used in education for Mathematics or History courses, and that they can be used to improve mental skills. Females also stated a preference to play in ''convenient'' places, such as their homes or schools, rather than in Internet cafes or other outside places, which were more strongly favored by males.