Student Perceptions Related to Digital Games: A Phenomenological Analysis
- AIOR Admin
- May 30
- 1 min read
Erol Koçoğlu, Ramazan Biçer, Türkan Dal Biçer
İnönü University, Malatya Provincial Health Directorate

The aim of this study is to determine the perceptions of 7th grade secondary school students about digital games. The study was designed in accordance with phenomenology design, one of the qualitative research approaches. A semi-structured interview form consisting of open-ended questions was used as a data collection tool. The study group of the research consisted of 50 secondary school 7th-grade students who were selected by simple random sampling method and who were continuing their education in two different secondary schools in Battalgazi district of Malatya province. The data collection tool prepared by the researchers was delivered to the students in the study group and necessary information about how to fill out the form was given. Care was taken to select the students in the study group on a voluntary basis and to avoid statements that could direct them. The data obtained from the research were analyzed with the content analysis technique. According to the results obtained, it was determined that students turned to digital games to have fun and relieve boredom, the content is very important in game selection, action, creativity, adventure and intelligence-strategy games are played more. In addition, it was determined that positive emotions such as happiness, excitement and fun, and negative emotions such as stress and greed were more prominent while playing games, and almost half of the students recommended playing digital games to their friends. The results obtained were discussed in line with the relevant literature and the study was concluded with recommendations.
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