The Effects of Digital Game-Based Learning in Technology-Oriented Course: A Case Study in the Biochemistry Department

This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication techn...

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Main Author: Cengiz Gunduzalp
Format: Article
Language:English
Published: Seyit Ahmet Kıray 2024-01-01
Series:Journal of Education in Science, Environment and Health
Subjects:
Online Access:https://jeseh.net/index.php/jeseh/article/view/610
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author Cengiz Gunduzalp
author_facet Cengiz Gunduzalp
author_sort Cengiz Gunduzalp
collection DOAJ
description This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication technologies courses. As a case study, the study was created. 30 students from the biochemistry department made up the study's research group. The tool for gathering data was a semi-structured interview form. Data analysis was done using the content analysis method. When the study's results were discussed, students claimed that playing digital games improved their perceptions of their level of control, interest in the subject, motivation, perceived value of the course, learning experiences, and learning facilitation. Students also mentioned that they felt a variety of positive emotions while using digital games, that they wanted to play them constantly and willingly, and that their attitudes had improved. To increase and enhance students' interest in the course, motivation, positive attitudes and emotions, desire, and learning experiences, digital games can be used in technology-focused courses.
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institution Kabale University
issn 2149-214X
language English
publishDate 2024-01-01
publisher Seyit Ahmet Kıray
record_format Article
series Journal of Education in Science, Environment and Health
spelling doaj-art-8360d5b8112440bd8bccfcf84bf536fb2025-02-03T22:05:51ZengSeyit Ahmet KırayJournal of Education in Science, Environment and Health2149-214X2024-01-0110110.55549/jeseh.1419320The Effects of Digital Game-Based Learning in Technology-Oriented Course: A Case Study in the Biochemistry DepartmentCengiz Gunduzalp0https://orcid.org/0000-0001-5108-437XKafkas Univesity This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication technologies courses. As a case study, the study was created. 30 students from the biochemistry department made up the study's research group. The tool for gathering data was a semi-structured interview form. Data analysis was done using the content analysis method. When the study's results were discussed, students claimed that playing digital games improved their perceptions of their level of control, interest in the subject, motivation, perceived value of the course, learning experiences, and learning facilitation. Students also mentioned that they felt a variety of positive emotions while using digital games, that they wanted to play them constantly and willingly, and that their attitudes had improved. To increase and enhance students' interest in the course, motivation, positive attitudes and emotions, desire, and learning experiences, digital games can be used in technology-focused courses. https://jeseh.net/index.php/jeseh/article/view/610Digital game-based learningDigital gameTechnology-oriented coursesStudents views
spellingShingle Cengiz Gunduzalp
The Effects of Digital Game-Based Learning in Technology-Oriented Course: A Case Study in the Biochemistry Department
Journal of Education in Science, Environment and Health
Digital game-based learning
Digital game
Technology-oriented courses
Students views
title The Effects of Digital Game-Based Learning in Technology-Oriented Course: A Case Study in the Biochemistry Department
title_full The Effects of Digital Game-Based Learning in Technology-Oriented Course: A Case Study in the Biochemistry Department
title_fullStr The Effects of Digital Game-Based Learning in Technology-Oriented Course: A Case Study in the Biochemistry Department
title_full_unstemmed The Effects of Digital Game-Based Learning in Technology-Oriented Course: A Case Study in the Biochemistry Department
title_short The Effects of Digital Game-Based Learning in Technology-Oriented Course: A Case Study in the Biochemistry Department
title_sort effects of digital game based learning in technology oriented course a case study in the biochemistry department
topic Digital game-based learning
Digital game
Technology-oriented courses
Students views
url https://jeseh.net/index.php/jeseh/article/view/610
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