Publication: Digital Games As A New Media And Use Of Digital Game İn Education
Date
2011-07
Authors
Yengin, Deniz
Journal Title
Journal ISSN
Volume Title
Publisher
The Turkish Online Journal Of Design Art And Communication
Abstract
Transfer of information is trying to stay alive with the language but it is also supported and
developed by the discovery of calligraphy. The development of technology in writing, keep
records of information systematically. The discovery of electricity was opened in front of the
electromagnetic discoveries and sharing of knowledge gained momentum over the channels.
According to Huizinga game "game is an activity which is done voluntarily and in regular
activities in a particular time and in space". This shows us the concept of the game is not "an
unnecessary activity", it has turned into a sense of social and individual vital activity. Reproduced
by the codes are real, users in different ways transmitted. Digital game is one of the ways of
transmission. Digital media tools such as the game is played the video game and computer game.
These environments are considered under the heading of Digital Games. Digital games provide an
interactive environment with individuals as they allow electiveness, mobility and non-linearity. In
an era of economic angst and where real and virtual identities are being disputed, individuals of
the information society are searching for something different other than mass communication.
They seek after individual experiences. Digital game environments allow users to gather ideas by
allowing them to gain virtual experiences as opposed to real life events. Due to their rich visual
content, digital games have the characteristic to shorten the learning period of individuals. Digital
games offer users fantasy worlds where they can become lose themselves in different identities.
This way through modeling, users are able to ‘free’ themselves. The main focus in this study will
be to analyze the use of digital game in education. Alongside surveys, the study will also make
use of literary sources. The universe of the study will be the Turkish students. The data collection
method is conducting survey. The answers to the questions in the survey have been transferred to
a SPSS environment, where descriptive and inferential analyses will lead us to understand the use
of digital game in Turkey’s education sector. The relationship between digital games and their
users will also be examined. The quantitative study of education with digital games will be a
useful source for future studies and will bridge the gap in this area.
Description
Keywords
New media, Game, Digital Game, Digital Education