An Investıgatıon Of Hıgh School Students' Motıvatıons For Dıgıtal Game And For Partıcıpatıon In Physıcal Actıvıty


Thesis Type: Doctorate

Institution Of The Thesis: Gazi University, Eğitim Bilimleri Enstitüsü, BEDEN EĞİTİMİ VE SPOR ÖĞRETMENLİĞİ ANABİLİM DALI, Turkey

Approval Date: 2020

Thesis Language: Turkish

Student: HANDE NUR AKKÖSE

Supervisor: Filiz Fatma Çolakoğlu

Abstract:

This research was conducted to examine high school students’ motivations for playing digital games and for participating in physical activity. In this study, a survey research design was used. The universe of the research consists of students studying at 24 randomly selected high schools in the academic year of 2018-2019. The schools were located in a total of 6 districts in the central and surrounding regions of Ankara and affiliated to the Ministry of National Education. The sample of the study was made of 1823 volunteer students. In order to determine the demographic information of the participants, a Personal Information Form prepared by the researcher was used. The “Digital Game Motivation Scale prepared by Tekkurşun-Demir and Cicioğlu (2018) and "Physical Activity Participation Motivation Scale" by Tekkurşun-Demir and Cicioğlu (2018) were also utilized as data collection tools in order to examine the participants’ motivation for digital gameplay and motivation for participating in physical activity, respectively. SPSS 22 Package program was used to analyze the data. First, by examining kurtosis and skewness values, normal distribution of the data was tested. Due to the normal distribution of the data, parametric tests of Independent samples t-test, ANOVA, and Pearson correlation analysis were used. According to the results of the study, as individual reasons (one of the sub-dimensions of motivation for participating in physical activity) scores increased, the achievement-revival, and curiosity-social acceptance (the sub-dimensions of digital game motivation) scores also increased; the relationship was positive. Environmental reasons and curiosity-social acceptance sub-dimensions were in parallel with each other. As the environmental reasons for the student's participation in physical activity raised, success- ix revival and curiosity-social acceptance in digital gameplay participation also increased. A negative relationship was observed between a lack of reason (a sub-dimension of motivation for participating in physical activity) and uncertainty to play (a sub-dimension of digital gameplay motivation). As a result, it can be said that as high school students' feelings of physically proving themselves increase, their peace and happiness while participating in digital games increase too, and at the same time, their external motivation sources such as receiving rewards and accomplishing tasks also improve