Mental Rotation Ability and Computer Game Experience

Download
2015-10-01
Gecu, Zeynep
Çağıltay, Kürşat
Computer games, which are currently very popular among students, can affect different cognitive abilities. The purpose of the present study is to examine undergraduate students' experiences and preferences in playing computer games as well as their mental rotation abilities. A total of 163 undergraduate students participated. The results showed a significant difference between students' mental rotation abilities in terms of their experiences and preferences in playing computer games. Moreover, 2D or 3D computer game preference was shown to be dependent on gender. This study also explores the quantity of time spent by undergraduate students playing computer games.
INTERNATIONAL JOURNAL OF GAME-BASED LEARNING

Suggestions

Children's interaction and expectations in a social game environment
Inal, Yavuz; Karakus, Turkan; Çağıltay, Kürşat (2007-01-01)
The purpose of this study is to examine children's expectations from games and their interaction patterns while playing computer games. 52 children ages from 8 to 14 participated to the study. Children were allowed to play computer games according to their preferences and interact with each other in a social gaming environment. Data were collected by observing children and taking notes to capture their interaction patterns. Also semi-structured interviews were conducted to examine their expectations from co...
THE PERCEPTION OF PRESERVICE ICT TEACHERS ABOUT USING DIGITAL GAMES IN EDUCATIONAL SETTINGS
Sevim, Nese; Kaplan, Göknur; Islim, Omer Faruk (2012-07-04)
The current study is designed as a quantitative study, which aims to investigate preservice ICT teachers' perceptions about the use of digital games for educational purposes within educational settings. The participants of the study are preservice ICT teachers who are currently enrolled in the Middle East Technical University, which is one of the top-notch universities in Turkey as well as one of the top 100 universities in the world. In this study, survey method was used. A questionnaire that contained fif...
A descriptive study of Turkish high school students' game-playing characteristics and their considerations concerning the effects of games
KARAKUŞ, TÜRKAN; Inal, Yavuz; Çağıltay, Kürşat (2008-09-01)
The purpose of this study is to examine high school students' preferences, playing habits, expectations, and thoughts concerning computer games. One-thousand two hundred and twenty-four (1224) vocational high school students, Studying at eight different schools in six cities within four different regions in Turkey, participated in the Study. The results reveal that female students expect games to have instructive elements, while males desire elements that are entertaining, competitive. and multi-player. Fem...
Theory of action phases in video games: effects of deliberative and implemental mindset differences in video game design
Kosa, Mehmet; Uysal, Ahmet; Department of Game Technologies (2016)
With the proliferation of the technologies that enable and drive video gaming domain, the effects of and motivation for gaming has gained much attention from the research point of view. In this thesis, “Mindset Theory of Action Phases” is transferred to the video gaming domain and was tested to observe if mindsets are affecting player’s performances, enjoyment or their predictions about their performances. According to the theory, people tend to be in a certain cognitive orientation that also affects them b...
STUDENTS' OPINIONS OF EDUCATIONAL COMPUTER GAME UTILIZATION: A SOCIAL STUDIES COURSE CASE
Bakar, Ayseguel; TÜZÜN, HAKAN; Çağıltay, Kürşat (2008-01-01)
The purpose of this study is to investigate the opinions of students towards the utilization of educational computer games in their courses. The study was conducted for 9 weeks with twenty-four 6th grade students attending a Social Studies class in a private school located in Ankara, Turkey. The results of this qualitative study indicated that students liked the educational computer game environment, and their motivation towards Social Studies course increased due to the utilization of the game as a support...
Citation Formats
Z. Gecu and K. Çağıltay, “Mental Rotation Ability and Computer Game Experience,” INTERNATIONAL JOURNAL OF GAME-BASED LEARNING, pp. 15–26, 2015, Accessed: 00, 2020. [Online]. Available: https://hdl.handle.net/11511/47608.