GAMES: THE WAY AFFECTS ADULTS' COGNITIVE AND AFFECTIVE SKILLS IN LEARNING

dc.contributor.authorSonyel, Bengi
dc.contributor.authorMuradzikwa, Munashe
dc.contributor.authorShublaq, Marwan
dc.contributor.authorCanay, Asena
dc.date.accessioned2026-02-06T18:16:42Z
dc.date.issued2018
dc.departmentDoğu Akdeniz Üniversitesi
dc.description12th International Technology, Education and Development Conference (INTED) -- MAR 05-07, 2018 -- Valencia, SPAIN
dc.description.abstractThe purpose of this study is to provide introduction on the role of computer games in classroom environment, evaluate the effectiveness of learning from computer games and the general effects of games. There is a variety of games such as action games, adventure games, fighting games, knowledge games, simulation games, management and strategy games, drill-and-practice games, logical games and mathematics games (Kaptelinin and Cole 2001). Game play can be competitive, cooperative or individualistic (Becta, 2002). Video games are a modern phenomenon. According to Fabricatore (2000), there are two key elements which distinguish video games. These are: 'Videogames always include an interactive virtual playing environment' and 'In videogames the player always has to struggle against some kind of opposition. The study investigates the potential of game-based learning according to the students' perspectives and also the views of students on various factors considering educational games.
dc.identifier.endpage752
dc.identifier.isbn978-84-697-9480-7
dc.identifier.issn2340-1079
dc.identifier.scopusqualityN/A
dc.identifier.startpage744
dc.identifier.urihttps://hdl.handle.net/11129/8613
dc.identifier.wosWOS:000447408800106
dc.identifier.wosqualityN/A
dc.indekslendigikaynakWeb of Science
dc.language.isoen
dc.publisherIated-Int Assoc Technology Education & Development
dc.relation.ispartof12Th International Technology, Education and Development Conference (Inted)
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/closedAccess
dc.snmzKA_WoS_20260204
dc.subjectGaming
dc.subjectEducational Games
dc.subjectGame Based Learning
dc.subjectGamification
dc.subjectSimulation
dc.titleGAMES: THE WAY AFFECTS ADULTS' COGNITIVE AND AFFECTIVE SKILLS IN LEARNING
dc.typeConference Object

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