Araştırma Makalesi
BibTex RIS Kaynak Göster
Yıl 2025, Cilt: 10 Sayı: 2, 210 - 217, 02.07.2025
https://doi.org/10.53850/joltida.1595515

Öz

Kaynakça

  • Açıkgöz, K. Ü. (2009). Effective learning and teaching. Biliş Publications.
  • Aktaş, B., & Bostancı, N. (2021). Levels of game addiction in university students during the COVID-19 pandemic and the impact of the pandemic on digital game playing behaviours. Journal of Addiction, 22(2), 129-138. https://doi.org/10.51982/bagimli.827756
  • Alkas, B. (2010). An examination of undesirable student behaviours among primary school students (Master’s thesis). Ankara University, Institute of Educational Sciences, Ankara, March 2010.
  • Anderson, A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behaviour, aggressive cognition, aggressive affect, physiological arousal, and prosocial behaviour: A meta-analytic review of the scientific literature. Psychological Science, 12(1), 22-36.
  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behaviour in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173.
  • Aydoğdu-Karaaslan, İ. (2015). Digital games and digital violence awareness: A comparative analysis on parents and children. International Journal of Social Research, 8(36), 806-818.
  • Balay, R. (2003). Classroom management in the 2000s. Sandal Publications.
  • Bayar, A., & Kerns, H. J. (2015). Undesired behaviours faced in the classroom by physics teachers in high schools. Eurasian Journal of Physics and Chemistry Education, 7(1), 37-45.
  • Beşdok, D. (2007). An evaluation of high school teachers' competency in preventing undesirable student behaviours in classroom management (Master's thesis). Erciyes University, Kayseri.
  • Bonett, D. G., & Wright, T. A. (2015). Cronbach's alpha reliability: Interval estimation, hypothesis testing, and sample size planning. Journal of Organizational Behaviour, 36(1), 3-15.
  • Büyüköztürk, Ş., Çokluk, Ö., & Köklü, N. (2012). Statistics for social sciences. Pegem Akademi. Büyüköztürk, Ş., Kılıç-Çakmak, E., Akgün, Ö. E., Karadeniz, Ş., & Demirel, F. (2016). Scientific research methods (21st ed.). Pegem Akademi.
  • Can, A. (2018). Quantitative data analysis in scientific research processes with SPSS. Pegem Akademi.
  • Celep, C. (2008). Theory and practice in classroom management. Pegem A Publishing. Creswell, J. W. (2017). Research design: Qualitative, quantitative, and mixed methods approaches (S. B. Demir, Trans.). Eğiten Kitap.
  • Çankaya, G., & Ergin, H. (2015). An investigation of children's empathy and aggression levels based on their game types. Journal of Hacettepe University Faculty of Health Sciences, 1(2), 283-297.
  • Çetin, B. (2013). Problems and solutions encountered by classroom teachers regarding undesirable student behaviours in the classroom. Ahi Evran University Journal of Faculty of Education, 14(1), 255-269. http://kefad.ahievran.edu.tr/Kefad/ArchiveIssues/PDF/7cca0d03-3653-e711-80ef00224d68272d
  • Degol, J. L., & Bachman, H. J. (2015). Preschool teachers' classroom behavioural socialization practices and low-income children's self-regulation skills. Early Childhood Research Quarterly, 31, 89-100.
  • Demir, M. K. (2011). An analysis of behaviours that teacher candidates do not want to encounter. Buca Journal of Faculty of Education, 31, 68-84. https://dergipark.org.tr/tr/pub/deubefd/issue/25120/265254
  • Erol, O., Özaydın, B., & Koç, M. (2010). Events encountered in classroom management, teacher responses, and their effects on students: An analysis of unforgettable classroom memories. Educational Management in Theory and Practice, 16(1), 25-47.
  • Freeman, C. B. (2008). Internet gaming addiction. The Journal for Nurse Practitioners, 2, 43-47. Goodwin, K. (2018). Raising children in the digital world: Ways to use technology correctly (T. Er, Trans.). Aganta Book Publishing.
  • Gökyer, N., & Doğan, B. (2016). Views of administrators and teachers on the causes of undesirable student behaviours. Fırat University Journal of Social Sciences, 26(1), 93-106. Greitemeyer, T. (2018). The spreading impact of playing violent video games on aggression. Computers in Human Behaviour, 80, 216-219.
  • Gürbüz, S., & Şahin, F. (2015). Research methods in social sciences. Seçkin Publishing.
  • Güvendi, B., Tekkurşun-Demir, G., & Keskin, B. (2019). Digital game addiction and aggression in middle school students. OPUS International Journal of Society Researches, 11(18), 1194-1217. https://doi.org/10.26466/opus.547092
  • Hartmann, T. (2007). Do computer games make you violent? The current research on communication science and media psychology. Retrieved April 14, 2024, from https://www.spielbar.de/system/files/dokument_pdf/hartmann_machen_computerspiele_gewaltaetig.pdf
  • Hazar, Z., & Hazar, M. (2017). Digital game Addiction Scale for Children. Journal of Human Sciences, 14(1). Horzum, M. B. (2011). An investigation of primary school students' levels of computer game addiction based on various variables. Education and Science, 36(159), 56-68.
  • Irmak, A., & Erdoğan, S. (2016). Digital game addiction in adolescents and young adults: A current perspective. Turkish Journal of Psychiatry, 27(2), 128-137.
  • İra, N. (2014). Motivation in the classroom. In İ. Çınar (Ed.), Classroom management (pp. xx-xx). Seçkin Publishing. Karadağ, E., & Kılıç, B. (2019). Technology addiction in students according to teacher views. Current Approaches in Psychiatry, 11, 101-117.
  • Karasar, N. (2018). Scientific research method. Nobel Publishing.
  • Kesici, A. E., & Sarpkaya, P. Y. (2013). Undesirable behaviours in high school classrooms. Turkish Studies-International Periodical for the Languages, Literature and History of Turkish or Turkic, 8(12), 467-478. KKTC Ministry of National Education (2024). 2023-2024 Statistics Yearbook. Department of Educational Services.
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77-95.
  • Little, E. (2005). Secondary school teachers' perceptions of students' problem behaviours. Educational Psychology, 25(4), 369-377.
  • Medikoğlu, O., & Dalaman, O. (2018). Teachers' views on undesirable student behaviours encountered in class and the solution strategies for these behaviours. Journal of Educational Theory and Practice Research, 4(3), 20-32.
  • Sarıtaş, M. (2006). Strategies used by teacher candidates to change and correct undesirable student behaviours in the classroom according to their evaluations. Uludağ University Journal of Faculty of Education, 19(1), 167-187.
  • Solak, M. Ş. (2012). An investigation of the relationships between high school students' attitudes toward computer games and aggression and loneliness tendencies. (Master's thesis). Marmara University, Institute of Educational Sciences, Istanbul.
  • Talan, T., & Kalınkara, Y. (2020). An investigation of middle school students' tendencies to play digital games and their levels of game addiction: The case of Malatya. Journal of Instructional Technologies and Teacher Education, 9(1), 1-13.
  • Tavşancıl, E. (2014). Measurement of attitudes and data analysis with SPSS (5th ed.). Nobel Academic Publishing.
  • Thompson, B. (2009). Disruptive behaviours in Barbadian classrooms: Implications for universal secondary education in the Caribbean. Journal of Eastern Caribbean Studies, 34(3)

Examination of Unwanted Behaviours and Game Addiction Situations of Secondary School Students

Yıl 2025, Cilt: 10 Sayı: 2, 210 - 217, 02.07.2025
https://doi.org/10.53850/joltida.1595515

Öz

This study examines the relationship between middle school students' undesirable behaviours and digital game addiction. Undesirable behaviours disrupt teaching, harm peers, compromise safety, and lower teacher motivation. These behaviours, often influenced by family and environmental factors, disrupt classroom order. Digital games, particularly violent ones, can lead to issues such as anxiety, aggression, and addiction, which further contribute to hyperactivity, antisocial behaviours, and confusion between reality and fantasy. Identifying and addressing these behaviours is crucial for enhancing the teaching process. The research was conducted with 372 middle school students in the Turkish Republic of Northern Cyprus (TRNC). It aimed to measure the levels of undesirable behaviours and digital game addiction and to explore differences by gender and grade level. Findings showed that female students exhibited more undesirable behaviours, such as "hurting others," "insulting," and "self-harming," than male students. A moderate positive correlation was found between digital game addiction and undesirable behaviours, indicating that addiction may exacerbate such issues. The study suggests that digital game addiction negatively impacts students' behaviours. Collaboration between school administrations, teachers, and families is essential to address this problem. Recommendations include limiting game time, promoting healthy digital content, enhancing social skills through educational programs, and increasing parental supervision. Families are encouraged to support alternative social activities. Future research should assess the effectiveness of these strategies in reducing game addiction and improving behavioural outcomes.

Kaynakça

  • Açıkgöz, K. Ü. (2009). Effective learning and teaching. Biliş Publications.
  • Aktaş, B., & Bostancı, N. (2021). Levels of game addiction in university students during the COVID-19 pandemic and the impact of the pandemic on digital game playing behaviours. Journal of Addiction, 22(2), 129-138. https://doi.org/10.51982/bagimli.827756
  • Alkas, B. (2010). An examination of undesirable student behaviours among primary school students (Master’s thesis). Ankara University, Institute of Educational Sciences, Ankara, March 2010.
  • Anderson, A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behaviour, aggressive cognition, aggressive affect, physiological arousal, and prosocial behaviour: A meta-analytic review of the scientific literature. Psychological Science, 12(1), 22-36.
  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behaviour in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151–173.
  • Aydoğdu-Karaaslan, İ. (2015). Digital games and digital violence awareness: A comparative analysis on parents and children. International Journal of Social Research, 8(36), 806-818.
  • Balay, R. (2003). Classroom management in the 2000s. Sandal Publications.
  • Bayar, A., & Kerns, H. J. (2015). Undesired behaviours faced in the classroom by physics teachers in high schools. Eurasian Journal of Physics and Chemistry Education, 7(1), 37-45.
  • Beşdok, D. (2007). An evaluation of high school teachers' competency in preventing undesirable student behaviours in classroom management (Master's thesis). Erciyes University, Kayseri.
  • Bonett, D. G., & Wright, T. A. (2015). Cronbach's alpha reliability: Interval estimation, hypothesis testing, and sample size planning. Journal of Organizational Behaviour, 36(1), 3-15.
  • Büyüköztürk, Ş., Çokluk, Ö., & Köklü, N. (2012). Statistics for social sciences. Pegem Akademi. Büyüköztürk, Ş., Kılıç-Çakmak, E., Akgün, Ö. E., Karadeniz, Ş., & Demirel, F. (2016). Scientific research methods (21st ed.). Pegem Akademi.
  • Can, A. (2018). Quantitative data analysis in scientific research processes with SPSS. Pegem Akademi.
  • Celep, C. (2008). Theory and practice in classroom management. Pegem A Publishing. Creswell, J. W. (2017). Research design: Qualitative, quantitative, and mixed methods approaches (S. B. Demir, Trans.). Eğiten Kitap.
  • Çankaya, G., & Ergin, H. (2015). An investigation of children's empathy and aggression levels based on their game types. Journal of Hacettepe University Faculty of Health Sciences, 1(2), 283-297.
  • Çetin, B. (2013). Problems and solutions encountered by classroom teachers regarding undesirable student behaviours in the classroom. Ahi Evran University Journal of Faculty of Education, 14(1), 255-269. http://kefad.ahievran.edu.tr/Kefad/ArchiveIssues/PDF/7cca0d03-3653-e711-80ef00224d68272d
  • Degol, J. L., & Bachman, H. J. (2015). Preschool teachers' classroom behavioural socialization practices and low-income children's self-regulation skills. Early Childhood Research Quarterly, 31, 89-100.
  • Demir, M. K. (2011). An analysis of behaviours that teacher candidates do not want to encounter. Buca Journal of Faculty of Education, 31, 68-84. https://dergipark.org.tr/tr/pub/deubefd/issue/25120/265254
  • Erol, O., Özaydın, B., & Koç, M. (2010). Events encountered in classroom management, teacher responses, and their effects on students: An analysis of unforgettable classroom memories. Educational Management in Theory and Practice, 16(1), 25-47.
  • Freeman, C. B. (2008). Internet gaming addiction. The Journal for Nurse Practitioners, 2, 43-47. Goodwin, K. (2018). Raising children in the digital world: Ways to use technology correctly (T. Er, Trans.). Aganta Book Publishing.
  • Gökyer, N., & Doğan, B. (2016). Views of administrators and teachers on the causes of undesirable student behaviours. Fırat University Journal of Social Sciences, 26(1), 93-106. Greitemeyer, T. (2018). The spreading impact of playing violent video games on aggression. Computers in Human Behaviour, 80, 216-219.
  • Gürbüz, S., & Şahin, F. (2015). Research methods in social sciences. Seçkin Publishing.
  • Güvendi, B., Tekkurşun-Demir, G., & Keskin, B. (2019). Digital game addiction and aggression in middle school students. OPUS International Journal of Society Researches, 11(18), 1194-1217. https://doi.org/10.26466/opus.547092
  • Hartmann, T. (2007). Do computer games make you violent? The current research on communication science and media psychology. Retrieved April 14, 2024, from https://www.spielbar.de/system/files/dokument_pdf/hartmann_machen_computerspiele_gewaltaetig.pdf
  • Hazar, Z., & Hazar, M. (2017). Digital game Addiction Scale for Children. Journal of Human Sciences, 14(1). Horzum, M. B. (2011). An investigation of primary school students' levels of computer game addiction based on various variables. Education and Science, 36(159), 56-68.
  • Irmak, A., & Erdoğan, S. (2016). Digital game addiction in adolescents and young adults: A current perspective. Turkish Journal of Psychiatry, 27(2), 128-137.
  • İra, N. (2014). Motivation in the classroom. In İ. Çınar (Ed.), Classroom management (pp. xx-xx). Seçkin Publishing. Karadağ, E., & Kılıç, B. (2019). Technology addiction in students according to teacher views. Current Approaches in Psychiatry, 11, 101-117.
  • Karasar, N. (2018). Scientific research method. Nobel Publishing.
  • Kesici, A. E., & Sarpkaya, P. Y. (2013). Undesirable behaviours in high school classrooms. Turkish Studies-International Periodical for the Languages, Literature and History of Turkish or Turkic, 8(12), 467-478. KKTC Ministry of National Education (2024). 2023-2024 Statistics Yearbook. Department of Educational Services.
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77-95.
  • Little, E. (2005). Secondary school teachers' perceptions of students' problem behaviours. Educational Psychology, 25(4), 369-377.
  • Medikoğlu, O., & Dalaman, O. (2018). Teachers' views on undesirable student behaviours encountered in class and the solution strategies for these behaviours. Journal of Educational Theory and Practice Research, 4(3), 20-32.
  • Sarıtaş, M. (2006). Strategies used by teacher candidates to change and correct undesirable student behaviours in the classroom according to their evaluations. Uludağ University Journal of Faculty of Education, 19(1), 167-187.
  • Solak, M. Ş. (2012). An investigation of the relationships between high school students' attitudes toward computer games and aggression and loneliness tendencies. (Master's thesis). Marmara University, Institute of Educational Sciences, Istanbul.
  • Talan, T., & Kalınkara, Y. (2020). An investigation of middle school students' tendencies to play digital games and their levels of game addiction: The case of Malatya. Journal of Instructional Technologies and Teacher Education, 9(1), 1-13.
  • Tavşancıl, E. (2014). Measurement of attitudes and data analysis with SPSS (5th ed.). Nobel Academic Publishing.
  • Thompson, B. (2009). Disruptive behaviours in Barbadian classrooms: Implications for universal secondary education in the Caribbean. Journal of Eastern Caribbean Studies, 34(3)
Toplam 36 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Bilgi Sistemleri Felsefesi, Araştırma Yöntemleri ve Teori, Sürdürülebilir Kalkınma ve Kamu Yararına Bilgi Sistemleri, Bilgisayar Yazılımı
Bölüm Research Article
Yazarlar

Ozcan Palavan 0000-0002-5830-0212

Bilge Gültekin 0009-0005-6573-7470

Yayımlanma Tarihi 2 Temmuz 2025
Gönderilme Tarihi 3 Aralık 2024
Kabul Tarihi 21 Şubat 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 10 Sayı: 2

Kaynak Göster

APA Palavan, O., & Gültekin, B. (2025). Examination of Unwanted Behaviours and Game Addiction Situations of Secondary School Students. Journal of Learning and Teaching in Digital Age, 10(2), 210-217. https://doi.org/10.53850/joltida.1595515

Journal of Learning and Teaching in Digital Age 2023. This is an Open Access journal distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 19195

Journal of Learning and Teaching in Digital Age. Open Access Journal, 2023. ISSN:2458-8350