TY - JOUR
T1 - Game preferences of K-12 level students
T2 - Analysis and prediction using the association rule
AU - Cömert, Zeynep
AU - Akgün, Ergün
N1 - Publisher Copyright:
© 2021, Ankara University. All rights reserved.
PY - 2021
Y1 - 2021
N2 - Many different tools have accompanied the self-realization processes of human beings such as love, belonging, respect, socialization and gaining new experiences. These tools have differentiated depending on the development in science and technology or have been replaced by new tools. Games, on the other hand, have been constantly renewed by this process and have survived until today and have become an important industry today. In addition, games have become a frequent part of learning environment designs recently. Accordingly, the need for outstanding educational game designs has increased. Many game design models have been introduced to guide educational game designs for this need. However, following these models does not guarantee that the games provide an enjoyable learning experience. Therefore, a roadmap is needed for the design process as well as models. In line with this stated need, the game preferences of the students were examined within the scope of the research. After the examinations, a roadmap was presented based on the similarities and differences of students' game preferences.
AB - Many different tools have accompanied the self-realization processes of human beings such as love, belonging, respect, socialization and gaining new experiences. These tools have differentiated depending on the development in science and technology or have been replaced by new tools. Games, on the other hand, have been constantly renewed by this process and have survived until today and have become an important industry today. In addition, games have become a frequent part of learning environment designs recently. Accordingly, the need for outstanding educational game designs has increased. Many game design models have been introduced to guide educational game designs for this need. However, following these models does not guarantee that the games provide an enjoyable learning experience. Therefore, a roadmap is needed for the design process as well as models. In line with this stated need, the game preferences of the students were examined within the scope of the research. After the examinations, a roadmap was presented based on the similarities and differences of students' game preferences.
KW - 10 font
KW - 1st word’s initial should be capital
KW - Between 3 to 7 words
KW - Cambria
UR - http://www.scopus.com/inward/record.url?scp=85098753827&partnerID=8YFLogxK
U2 - 10.17051/ilkonline.2021.01.039
DO - 10.17051/ilkonline.2021.01.039
M3 - Article
AN - SCOPUS:85098753827
SN - 1305-3515
VL - 20
SP - 435
EP - 455
JO - Elementary Education Online
JF - Elementary Education Online
IS - 1
ER -