Eğitim Bilimleri Bölümü Koleksiyonu
Permanent URI for this collectionhttps://hdl.handle.net/20.500.12514/69
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Browsing Eğitim Bilimleri Bölümü Koleksiyonu by Author "Aslan, Alper"
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Article Çocukların Medya Okuryazarlık Düzeylerinin ve Kullanım Alışkanlıklarının Demografik Değişkenler Açısından İncelenmesi(2019) Göksu, İdris; Aslan, Alper; Turgut, Yiğit Emrah; Aktı Aslan, SedaIn this study, it is aimed to reveal the media usage habits of secondary school children and their media literacy levels according to various variables. The study data were collected in 2017. It was determined that two of every three children used mobile internet, watched television for 1-2 hours daily and used the internet. The most popular activity among children was found to be watching television, followed by these activities: listening to music, using social networks, mobile phones, and the internet usage by one of every two children. According to demographic characteristics of children, it was found that while the media literacy level of men was significantly lower than women regarding gender, the same was valid for the children living in the South-eastern Anatolia region compared to those living in other regions regarding geographical regions. Moreover, it was determined that children’s media literacy level increased as their grades increased. According to children's media usage habits, it was revealed that while media literacy level of children not using mobile internet was significantly higher than those using mobile internet, the same was true for children watching television for 1-2 hours daily compared to those watching 7-8 hours.Conference Object Evaluation of mobile games in the context of content: What do children face when playing mobile games?(E-Learning and Digital Media, 2020) Göksu, İdris; Aslan, Alper; Turgut, Yiğit EmrahThe aim of this study is to examine mobile games in the context of their content and to evaluate the situations faced by children through document analysis in terms of age-rating, game score, access permissions, the inclusion of advertisements, in-game purchases, encouraging consumerism, the inclusion of violence, bad habits, and educational value. The review and rating data of the games which can be found in Common Sense Media and Google Play Store were included in the study. These data were analyzed by descriptive content analysis using frequency (f) and percentage(%) values. According to our findings, it was revealed that 92% of the games involved in the study included in-game purchases and 75% of them included advertising. As a result of the investigations, it was also found that mobile games requested a lot of access permissions during installation. In addition, it was concluded that 90% of mobile games encouraged consumerism and 50% contained violence and fear elements. We think that the results are important in the way that they reveal the possible risks encountered by young people while they are playing mobile games and also in terms of increasing the awareness on the subject for both the users and their parents.