Yazarlar (2) |
![]() Türkiye |
![]() Kastamonu Üniversitesi, Türkiye |
Özet |
Background: Individuals need to be conscious and aware not to experience the negative effects of digital games and identify the difference between dijital games and digital educational games. The use of digital educational games has four sub-dimensions. These are the "affective approach", the "perceived usefulness," "perceived control," and "behavi... |
Anahtar Kelimeler |
Makale Türü | Özgün Makale |
Makale Alt Türü | Ulusal alan endekslerinde (TR Dizin, ULAKBİM) yayınlanan tam makale |
Dergi Adı | Journal of Learning and Teaching in Digital Age |
Dergi ISSN | 2458-8350 |
Dergi Tarandığı Indeksler | TR DİZİN |
Makale Dili | Türkçe |
Basım Tarihi | 01-2023 |
Cilt No | 8 |
Sayı | 1 |
Sayfalar | 71 / 79 |
Doi Numarası | 10.53850/joltida.1098602 |
Makale Linki | https://dergipark.org.tr/en/pub/joltida/issue/75090/1098602 |