Asian Journal of Instruction
Research Article
2022, 10(2), pp. 41-56

The Effect of Computer Games on Gaining Core Values

Published in Volume 10 Issue 2: 31 Dec 2022
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Abstract

The aim of this study is to determine if there is a significant difference between the values education of the control group, who had values education activities through the current education program in the secondary school 5th-grade reading skills lessons, and the experiment group, whose values education activities were carried out through computer games in terms of sharing, empathy, patience, responsibility, helpfulness, respect, diligence and tolerance. This research was carried out in an official secondary school affiliated to the Ministry of National Education in 2020-2021. The research was applied to 100 volunteer students (50 experimental and 50 control groups) as a quasi-experimental study in a sixteen-hour elective reading skills course. In the study, the groups were formed according to an experimental and a control group design, and the "Pre-Test-Post-Test Control Group Trial Model", one of the real experimental models, was used. In the experimental group, the lessons were taught with the Word Wall Digital Game application, and the lessons were continued according to the current program in the control group. The data were collected through the `Values Education Efficiency Scale. As a result of the study, the effectiveness of computer-assisted games in gaining various values to students has been revealed. As a result of the study, the effectiveness of computer-assisted games in gaining various values to students has been revealed. In line with this result, the use of computer-assisted games can be recommended for students to gain value.
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AMA 10th edition
In-text citation: (1), (2), (3), etc.
Reference: Elitok Kesici A, Payza T. The Effect of Computer Games on Gaining Core Values. Asian Journal of Instruction. 2022;10(2), 41-56. https://doi.org/10.47215/aji.1205927
APA 6th edition
In-text citation: (Elitok Kesici & Payza, 2022)
Reference: Elitok Kesici, A., & Payza, T. (2022). The Effect of Computer Games on Gaining Core Values. Asian Journal of Instruction, 10(2), 41-56. https://doi.org/10.47215/aji.1205927
Chicago
In-text citation: (Elitok Kesici and Payza, 2022)
Reference: Elitok Kesici, Ayşe, and Türkü Payza. "The Effect of Computer Games on Gaining Core Values". Asian Journal of Instruction 2022 10 no. 2 (2022): 41-56. https://doi.org/10.47215/aji.1205927
Harvard
In-text citation: (Elitok Kesici and Payza, 2022)
Reference: Elitok Kesici, A., and Payza, T. (2022). The Effect of Computer Games on Gaining Core Values. Asian Journal of Instruction, 10(2), pp. 41-56. https://doi.org/10.47215/aji.1205927
MLA
In-text citation: (Elitok Kesici and Payza, 2022)
Reference: Elitok Kesici, Ayşe et al. "The Effect of Computer Games on Gaining Core Values". Asian Journal of Instruction, vol. 10, no. 2, 2022, pp. 41-56. https://doi.org/10.47215/aji.1205927
Vancouver
In-text citation: (1), (2), (3), etc.
Reference: Elitok Kesici A, Payza T. The Effect of Computer Games on Gaining Core Values. Asian Journal of Instruction. 2022;10(2):41-56. https://doi.org/10.47215/aji.1205927
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