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European Journal of Education Studies ISSN: 2501 - 1111 ISSN-L: 2501 - 1111 Available on-line at: www.oapub.org/edu Volume 3 │Issue 10 │2017 doi: 10.5281/zenodo.1012416 INFLUENCE OF A GAME-BASED APPLICATION ON SECONDARY SCHOOL STUDENTS’ SAFE INTERNET USE Gürhan Duraki, Serkan Cankaya, Eyup Yünkül, Ufuk Taylan, Emine Erten, Şükran Akpınar Balikesir University, Turkey Abstract: The purpose of this study was to investigate the influence of a game called Wild Web Woods (WWW) designed by the European Council for safe Internet use on secondary school students’ safe Internet use. In line with this purpose, for the purpose of determining the students’ awareness of safe Internet use, a total of students from different regions in Turkey were reached. In the study, a 25-item questionnaire developed by the researchers was applied to the students. The results of the data analysis revealed that the students generally had sufficient levels of awareness of safe Internet use. In the study, 28 5th and 6th grade students attending a secondary school in the city of ”alıkesir took part in the application phase of the WWW game. These students were introduced to the WWW game and asked to play the game. Following this, scenario-based application questions prepared by the researchers were directed to the students. In order to provide data triangulation and to determine the students’ views about this new application, open-ended questions were directed to the students. The results demonstrated that the students’ awareness of safe Internet use generally increased. Almost all the students taking education on safe Internet with the help of the WWW game gave correct answers to the scenario-based application questions. The qualitative data were interpreted within the scope of Diffusion of Innovations Theory , and the related themes were obtained. The students regarded this game as an innovation, entertained while playing the game and stated that they wanted to use it in future. This situation can be explained as diffusion of the related innovation. Keywords: elementary education; interactive learning environments Copyright © The Author(s). All Rights Reserved. © 2015 – 2017 Open Access Publishing Group 330 Gürhan Durak INFLUENCE OF A GAME-BASED APPLICATION ON SECOND“RY SCHOOL STUDENTS’ S“FE INTERNET USE 1. Introduction Today, with the use of especially smart phones and tablet computers in our daily lives, it has become fairly easy for adults as well as for children to access the Internet (Annansingh & Veli, 2016). According to the results of household research conducted by Turkish Statistical Institute on information technology use, 22,9% of the Turkish population had a desktop computer at home, 36,4% had a laptop computer at home, 29,6% had a tablet computer at home, 96,9% had a smart phone and 76,3% had Internet connection at home in TÜİK, . This result, consistent with the results of other studies reported in related literature, shows that most children in Turkey can access the Internet at home (Erdur-”aker & Kavşut, ; Omar, Daud, Hassan, ”olong, & Teimmouri, 2014; Topcu, Erdur-Baker, & Capa-Aydin, 2008). The Internet has become a part of children’s daily lives in Turkey Kaşıkçı, Çağıltay, Karakuş, Kurşun, & Ogan, . This situation means children are likely to be at increased risk of dangerous situations likely to be caused by Internet use (Sonia Livingstone, Haddon, Görzig, & Ólafsson, 2011). In fact, most children use the Internet for such beneficial and harmless purposes as spending time in social media, entertaining themselves (playing games, watching cartoons/movies), doing homework, communicating with friends and searching subjects they are interested in (Ersoy, 2011; S. Livingstone, Kirwil, Ponte, & Staksrud, 2014; O. Mert, 2010; Tekin & Polat, 2016). Besides this beneficial use of the Internet, it also has certain harmful aspects for children. The probable situations likely to be hazardous for children on the Internet are as follows: cyber bullying via the Internet, sexual abuse, hacking, phishing, terror, blackmail, inappropriate content and contact, virus and unsafe downloads (Kopecký, 2016; Ktoridou, Eteokleous, & Zahariadou, 2012; Van Den Heuvel, Van Den Eijnden, Van Rooij, & Van De Mheen, 2012). Cyber bullying is a disturbing and widespread actions which involve sending undesirable messages to defenseless users via the Internet, stealing passwords and displaying others’ private lives via a web camera (Faccio, Iudici, Costa, & Belloni, 2014; Topcu et al., 2008). It is pointed out that mostly children with low levels of technological literacy are exposed to cyber bullying (Akbulut, Sahin, & Eristi, 2010). One out of three children experience this problem on the Internet, and most of them are girls (Ktoridou et al., 2012). Sexual abuse including exposure to messages and multimedia with sexual contents is another problem frequently experienced by children on the Internet Kaşıkçı et al., . Most of the children exposed to sexual abuse (75%) are female, and the number of male children is not low (25%) (Ktoridou et al., 2012). European Journal of Education Studies - Volume 3 │ Issue 10 │ 2017 331 Gürhan Durak INFLUENCE OF A GAME-BASED APPLICATION ON SECOND“RY SCHOOL STUDENTS’ S“FE INTERNET USE Children constantly meeting such a number of risky situations on the Internet should be aware of and able to cope with these dangers. However, related studies demonstrate that children are not much aware of these risks in the Internet environment and that they are not thus in safety Kaşıkçı, Çağıltay, Karakuş, Kurşun, & Ogan, 2014). Especially parents who do not feel themselves efficient in technology are concerned about their children’s use of the Internet and social media, and they cannot provide their children with sufficient guidance at all (Nikken & de Haan, 2015). In this respect, it is important to take the necessary precautions in relation to the risks of children’s Internet use and to give them trainings regarding how to cope with these risks (Annansingh & Veli, 2016; Beder & Ergun, 2015; Kalmus, Blinka, & Ólafsson, 2015; M. Mert, ”(lb(l, & Sağıroğlu, ; Tekin & Polat, ; Wishart, . Therefore, the purpose of this study was to investigate the influence of a scenario-based educational application prepared for safe Internet use on children’s’ levels of awareness of safe Internet use. For viewing / downloading the full article, please access the following link: https://oapub.org/edu/index.php/ejes/article/view/1104 European Journal of Education Studies - Volume 3 │ Issue 10 │ 2017 332