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Research Article

EEO. 2021; 20(1): 435-455


Game preferences of K-12 level students: analysis and prediction using the association rule

Zeynep Cömert, Ergün Akgün.




Abstract

Many different tools have accompanied the self-realization processes of human beings such as love, belonging, respect, socialization and gaining new experiences. These tools have differentiated depending on the development in science and technology or have been replaced by new tools. Games, on the other hand, have been constantly renewed by this process and have survived until today and have become an important industry today. In addition, games have become a frequent part of learning environment designs recently. Accordingly, the need for outstanding educational game designs has increased. Many game design models have been introduced to guide educational game designs for this need. However, following these models does not guarantee that the games provide an enjoyable learning experience. Therefore, a roadmap is needed for the design process as well as models. In line with this stated need, the game preferences of the students were examined within the scope of the research. After the examinations, a roadmap was presented based on the similarities and differences of students' game preferences.

Key words: Cambria, 10 font, Between 3 to 7 words, 1st word’s initial should be capital






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