Making A Digital Game Active: Examining The Responses of Students to the Adapted Active Version

被引:3
|
作者
Inan, Mehmet [1 ]
Dervent, Fatih [2 ]
机构
[1] Marmara Univ, Ataturk Egitim Fak, Istanbul, Turkey
[2] Marmara Univ, Beden Egitimi & Spor YO, Istanbul, Turkey
来源
PEGEM EGITIM VE OGRETIM DERGISI | 2016年 / 6卷 / 01期
关键词
Digital games; Adapted active games; Entertainment;
D O I
10.14527/pegegog.2016.007
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The purpose of this study was to examine the differences between the responses to the digital and the active version of Angry Birds T. Participants of this study were comprised of 26 secondary school students who enrolled in a state or a private school. The data for the study were collected during the 2012-2013 school years by using a three question semi-structured interview. The responses to the interviews were analyzed with the qualitative method of content analysis. 6 categories and 31 codes were emerged from the responses of the students. According to responses of the students, entertainment was the most cited category and mostly referred to active games. Negative emotions were controllable in the active game play even students found it more challenging. This study has implications to design game based educational programs.
引用
收藏
页码:113 / 132
页数:20
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