Investigation of Middle School Students' Opinions on Educational DigitalGames- Scale Development and Implementation Study

The purpose of the research is to examine the opinions of secondary school students about educational digital games. The research was conducted using a mixed research method. In the quantitative part of the study, a scale was developed with 300 middle school students, and the developed scale was re-applied with the participation of 186 students. Scale development and scale application phases were carried out in online portals by the survey method. In the qualitative part of the study, a case study was conducted. In this context, an online semi-structured interview form was conducted with 35 participants out of 186 students to whom the scale was applied. The quantitative data collection tool of the study is the "Use of Educational Digital Games Scale", which was developed by the researchers and consists of 20 items. The scale, developed in a four-point Likert type, includes 14 positive and 6 negative items and consists of 2 factors. In the analysis of the data, frequencies and response percentages were determined for each of the 20 items in the scale, and their average scores were calculated. The qualitative data source of the study is the interview form. The data obtained from the interview form was subjected to qualitative analysis. According to the results obtained, students stated that educational digital games enriched their learning experiences, made lessons exciting and enjoyable, were useful in reinforcing what was learned, offered interesting and creative ways to learning experiences, supported socialization, and developed their imagination. The results of the study were compared with the results of similar studies in the literature, discussed, and suggestions were presented.

Authors

Institutions

Publication Details

Journal
EDUCATIONE
Published
2025-06-27
DOI
https://doi.org/10.58650/educatione.1512221
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Investigation of Middle School Students' Opinions on Educational DigitalGames- Scale Development and Implementation Study

Hilal Karabulut, İshak Afşin Kari̇per, Emine Tenekecigil
EDUCATIONE
Education and Learning Interventions
article

Investigation of Middle School Students' Opinions on Educational DigitalGames- Scale Development and Implementation Study

Hilal Karabulut, İshak Afşin Kari̇per, Emine Tenekecigil
article en

Abstract

The purpose of the research is to examine the opinions of secondary school students about educational digital games. The research was conducted using a mixed research method. In the quantitative part of the study, a scale was developed with 300 middle school students, and the developed scale was re-applied with the participation of 186 students. Scale development and scale application phases were carried out in online portals by the survey method. In the qualitative part of the study, a case study was conducted. In this context, an online semi-structured interview form was conducted with 35 participants out of 186 students to whom the scale was applied. The quantitative data collection tool of the study is the "Use of Educational Digital Games Scale", which was developed by the researchers and consists of 20 items. The scale, developed in a four-point Likert type, includes 14 positive and 6 negative items and consists of 2 factors. In the analysis of the data, frequencies and response percentages were determined for each of the 20 items in the scale, and their average scores were calculated. The qualitative data source of the study is the interview form. The data obtained from the interview form was subjected to qualitative analysis. According to the results obtained, students stated that educational digital games enriched their learning experiences, made lessons exciting and enjoyable, were useful in reinforcing what was learned, offered interesting and creative ways to learning experiences, supported socialization, and developed their imagination. The results of the study were compared with the results of similar studies in the literature, discussed, and suggestions were presented.

EDUCATIONEVol. 4(1)
Mustafa Kemal University (TR), Erciyes University (TR)
Openalex Percentile: Top 78%
Education and Learning Interventions
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Investigation of Middle School Students' Opinions on Educational DigitalGames- Scale Development and Implementation Study — Hilal Karabulut, İshak Afşin Kari̇per, et al. · EDUCATIONE (2025) | TGRS Research Map | TGRS