A Study of the Motivations for Playing Computer Games at Secondary Education Level in Turkey: The Potential for Games-Based Learning


Fu K., Hainey T., Baxter G., Inal Y.

10th European Conference on Games Based Learning, Paisley, Canada, 6 - 07 October 2016, pp.240-247 identifier identifier

  • Publication Type: Conference Paper / Full Text
  • Volume:
  • City: Paisley
  • Country: Canada
  • Page Numbers: pp.240-247

Abstract

Over the past decade there has been extensive investigation into the aspects and potential applications of games-based learning. Educationalists and industrialists continue to explore it as it is perceived as a potentially beneficially supplementary learning, teaching and training approach. While there has been an increase in the quality and quantity of the studies performed looking at the potential aspects of games for learning there is still a dearth of empirical evidence in particular Randomised Controlled Trials (RCTs) and longitudinal studies. This paper will provide empirical evidence by reporting the results of a survey conducted at a number of Secondary Education (SE) institutions in Turkey. The survey has been used in a number of previous studies over the past decade. This paper will report on the evidence from Turkey where 823 participants completed the survey from SE institutions where the average age of participants was 15. The top ranking motivations for playing computer games were: recognition, avoidance of other activities, control and challenge whereas the top ranking motivations for playing games in education were control, fantasy, recognition and challenge. The paper will contribute to empirical evidence in games -based learning by providing a detailed quantitative analysis of the data gathered by the survey including gender and player type comparisons. The results will also be compared to other similar studies performed at different educational levels in different countries and provide a synthesis.