Impact of Computer Games on Learning Concepts in the Subject of Technology with ICT
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| Title: | Impact of Computer Games on Learning Concepts in the Subject of Technology with ICT |
|---|---|
| Language: | English |
| Authors: | Senad Orhani (ORCID |
| Source: | Educational Process: International Journal. Article e2025299 2025 17. |
| Availability: | UNIVERSITEPARK Limited. iTOWER Plaza (No61, 9th floor) Merkez Mh Akar Cd No3, Sisli, Istanbul, Turkey 34382. e-mail: editor@edupij.com; Web site: http://www.edupij.com/ |
| Peer Reviewed: | Y |
| Page Count: | 20 |
| Publication Date: | 2025 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Grade 9 High Schools Junior High Schools Middle Schools Secondary Education |
| Descriptors: | Computer Games, Technology Uses in Education, Game Based Learning, Student Motivation, Success, Computer Software, Computer Science Education, Computers, Grade 9, Foreign Countries |
| Geographic Terms: | Kosovo |
| ISSN: | 2147-0901 2564-8020 |
| Abstract: | Background/purpose: In the modernized society with advanced technology, as education becomes increasingly dependent on information technology, there is a need to prepare the next generation of students with a wide variety of skills and abilities necessary for future scientific careers. Modern educational challenges include the task of engaging students, stimulating their interests, and maintaining their attention. Computer games are an interactive technology that can promote learning in an effective and motivating way, especially among lower secondary school students. Computer game-based learning uses the game as a tool for elaborating learning content. Given this, the purpose of this scientific research is to examine the impact of this computer game on increasing motivation and increasing student success during the process of learning the concepts of integrated circuits, computer hardware, and software concepts. Methodology: The methodology of this scientific research includes empirical research, where the chosen design is the quasi-experimental method to evaluate the causal impact of the intervention. A quantitative method was used to analyze this study in more detail. The sample consists of 458 students from 12 schools, with students in grade IX from the Republic of Kosovo. The sample was selected using the non-probability method, which is a purposive sample. The instruments for data collection are tests and questionnaires. Results: The results of this study indicate that the use of computer games in the Technology subject with ICT has a positive impact on academic outcomes and student motivation. Conclusion: The findings of this study indicate that the use of computer games in the teaching process has significantly improved the academic results of students in the experimental group compared to the control group. |
| Abstractor: | As Provided |
| Entry Date: | 2025 |
| Accession Number: | EJ1483883 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1483883 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: EJ1483883 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Impact of Computer Games on Learning Concepts in the Subject of Technology with ICT – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Senad+Orhani%22">Senad Orhani</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-3965-0791">0000-0003-3965-0791</externalLink>)<br /><searchLink fieldCode="AR" term="%22Kyvete+Shatri%22">Kyvete Shatri</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-4886-5295">0000-0002-4886-5295</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Educational+Process%3A+International+Journal%22"><i>Educational Process: International Journal</i></searchLink>. Article e2025299 2025 17. – Name: Avail Label: Availability Group: Avail Data: UNIVERSITEPARK Limited. iTOWER Plaza (No61, 9th floor) Merkez Mh Akar Cd No3, Sisli, Istanbul, Turkey 34382. e-mail: editor@edupij.com; Web site: http://www.edupij.com/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 20 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Grade+9%22">Grade 9</searchLink><br /><searchLink fieldCode="EL" term="%22High+Schools%22">High Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Junior+High+Schools%22">Junior High Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Middle+Schools%22">Middle Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Success%22">Success</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Software%22">Computer Software</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Science+Education%22">Computer Science Education</searchLink><br /><searchLink fieldCode="DE" term="%22Computers%22">Computers</searchLink><br /><searchLink fieldCode="DE" term="%22Grade+9%22">Grade 9</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Kosovo%22">Kosovo</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 2147-0901<br />2564-8020 – Name: Abstract Label: Abstract Group: Ab Data: Background/purpose: In the modernized society with advanced technology, as education becomes increasingly dependent on information technology, there is a need to prepare the next generation of students with a wide variety of skills and abilities necessary for future scientific careers. Modern educational challenges include the task of engaging students, stimulating their interests, and maintaining their attention. Computer games are an interactive technology that can promote learning in an effective and motivating way, especially among lower secondary school students. Computer game-based learning uses the game as a tool for elaborating learning content. Given this, the purpose of this scientific research is to examine the impact of this computer game on increasing motivation and increasing student success during the process of learning the concepts of integrated circuits, computer hardware, and software concepts. Methodology: The methodology of this scientific research includes empirical research, where the chosen design is the quasi-experimental method to evaluate the causal impact of the intervention. A quantitative method was used to analyze this study in more detail. The sample consists of 458 students from 12 schools, with students in grade IX from the Republic of Kosovo. The sample was selected using the non-probability method, which is a purposive sample. The instruments for data collection are tests and questionnaires. Results: The results of this study indicate that the use of computer games in the Technology subject with ICT has a positive impact on academic outcomes and student motivation. Conclusion: The findings of this study indicate that the use of computer games in the teaching process has significantly improved the academic results of students in the experimental group compared to the control group. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2025 – Name: AN Label: Accession Number Group: ID Data: EJ1483883 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1483883 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 20 Subjects: – SubjectFull: Computer Games Type: general – SubjectFull: Technology Uses in Education Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: Student Motivation Type: general – SubjectFull: Success Type: general – SubjectFull: Computer Software Type: general – SubjectFull: Computer Science Education Type: general – SubjectFull: Computers Type: general – SubjectFull: Grade 9 Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Kosovo Type: general Titles: – TitleFull: Impact of Computer Games on Learning Concepts in the Subject of Technology with ICT Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Senad Orhani – PersonEntity: Name: NameFull: Kyvete Shatri IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 2147-0901 – Type: issn-electronic Value: 2564-8020 Numbering: – Type: volume Value: 17 Titles: – TitleFull: Educational Process: International Journal Type: main |
| ResultId | 1 |