The questionnaire is the fundamental element in every sample survey as well as in other activities needed for the gathering of information and data.
Our data analysis was determined in advance based on the considerations we posited our students. They liked the theme very much. Traditional games compared to digital games. Even though almost all our students use their computers and mobile phones to play, they had not thought up till now, that a game could be used during the lesson and they could learn something new out of it.
The questionnaire was created by the students who freely wrote the questions they liked on a Padlet. The only hint given by the teachers was “What was the basic question of our research ?” “Which are the information we should have at the end of our research ?”
The students finally created a closed type questionnaire using the questionnaire Google form.
RESULTS
Thirty three (33) students answered the questionnaire. They were 21 boys (63,6%) and 12 girls (36,4%), aged 15-17, from Greece, Turkey and Bulgaria.
As it has been anticipated, the number of children who like playing games was very big 84,8% (28 students) and only 5 children answered that they play occasionally (15,2%). It is impressive that although students like traditional games (42,4%) and they think they help in the continuation and the reservation of culture and knowledge, they do not play traditional games because they think they are boring (21,2%) and a waste of time (21,2%). An important notice of the modern lifestyle in big cities is also the students’ answering that they do not know how to play traditional games and none of their friends do (6,1% and 6% respectively).
Computer games come first in their preferences (42,4% - 14 children), while board games were selected only by 8 students (24,2%). Both were selected by 10 students (30,3%). The specific computer games they like playing are ΜΟΒΑ games [Multiplayer online battle arena (MOBA), also known as action real-time strategy (ARTS), a genre of strategy video games that originated as a subgenre of real-time strategy, in which a player controls a single character in one of two teams] that reached the percentage of 51,5% (17 students) and Survival Horror games (48,5% - 16 students). Adventure games come next (45,5%) and FPS (First-Person-Shooter) and RPG (Role-Play Games) follow (36,4%).
Students use their smartphones / tablets to play (39,4%) and their computers (36,4%).
They play daily for 1 hour (33,3%), for 2-3 hours (30,3%), for more than 3 hours (12,1%) and only during weekends (24,2%).
Students think serious games may assist knowledge (48,5%) and that is why their basic aim is the improvement of skills (42,4%) and of delivering a lesson (51,5%) but not of the lesson as such (18,2%).
However, a big percentage (69,7%) believes that the serious games they played at school help them raise their awareness on social and cultural issues (e.g. refugees) and that the educational environment at school is improved through the fun offered by games (66,7%).
In the second part of the questionnaire students replied to questions concerning their relations with computers and free time management.
They do not neglect their homework in order to play a game (51,5% - 17 students), sometimes (36,4% - 12 students) they do and only 4 students (12,1%) do not study in order to play. Due to homework and limited free time they use the internet to communicate with their friends (39,4%), they login to Facebook (21,2%) and they play online games (30,3%). They do not use the internet to be informed (3%) and to do their homework (6,1%).
As mentioned, they like action and adventure games but they do not believe that a violent game can change their behavior. Almost half of the students (15) replied negatively (45,5%), 9 replied maybe (27,3%) and 9 replied positively (27,3%).
They do not feel frustrated if they do not play on the computer (36,4%) and they do not believe that their sociability is improved through computer games (51,5%). There are always friends who play more than they do (51,5%) and the answers to the question whether they stay up at nights to play were mostly negative (42,4%).
Questionnaire design and data analysis by the students and the teachers of the 1st General Lyceum of Ilion and the 2nd General Lyceum of Kozani.
Our data analysis was determined in advance based on the considerations we posited our students. They liked the theme very much. Traditional games compared to digital games. Even though almost all our students use their computers and mobile phones to play, they had not thought up till now, that a game could be used during the lesson and they could learn something new out of it.
The questionnaire was created by the students who freely wrote the questions they liked on a Padlet. The only hint given by the teachers was “What was the basic question of our research ?” “Which are the information we should have at the end of our research ?”
The students finally created a closed type questionnaire using the questionnaire Google form.
RESULTS
Thirty three (33) students answered the questionnaire. They were 21 boys (63,6%) and 12 girls (36,4%), aged 15-17, from Greece, Turkey and Bulgaria.
As it has been anticipated, the number of children who like playing games was very big 84,8% (28 students) and only 5 children answered that they play occasionally (15,2%). It is impressive that although students like traditional games (42,4%) and they think they help in the continuation and the reservation of culture and knowledge, they do not play traditional games because they think they are boring (21,2%) and a waste of time (21,2%). An important notice of the modern lifestyle in big cities is also the students’ answering that they do not know how to play traditional games and none of their friends do (6,1% and 6% respectively).
Computer games come first in their preferences (42,4% - 14 children), while board games were selected only by 8 students (24,2%). Both were selected by 10 students (30,3%). The specific computer games they like playing are ΜΟΒΑ games [Multiplayer online battle arena (MOBA), also known as action real-time strategy (ARTS), a genre of strategy video games that originated as a subgenre of real-time strategy, in which a player controls a single character in one of two teams] that reached the percentage of 51,5% (17 students) and Survival Horror games (48,5% - 16 students). Adventure games come next (45,5%) and FPS (First-Person-Shooter) and RPG (Role-Play Games) follow (36,4%).
Students use their smartphones / tablets to play (39,4%) and their computers (36,4%).
They play daily for 1 hour (33,3%), for 2-3 hours (30,3%), for more than 3 hours (12,1%) and only during weekends (24,2%).
Students think serious games may assist knowledge (48,5%) and that is why their basic aim is the improvement of skills (42,4%) and of delivering a lesson (51,5%) but not of the lesson as such (18,2%).
However, a big percentage (69,7%) believes that the serious games they played at school help them raise their awareness on social and cultural issues (e.g. refugees) and that the educational environment at school is improved through the fun offered by games (66,7%).
In the second part of the questionnaire students replied to questions concerning their relations with computers and free time management.
They do not neglect their homework in order to play a game (51,5% - 17 students), sometimes (36,4% - 12 students) they do and only 4 students (12,1%) do not study in order to play. Due to homework and limited free time they use the internet to communicate with their friends (39,4%), they login to Facebook (21,2%) and they play online games (30,3%). They do not use the internet to be informed (3%) and to do their homework (6,1%).
As mentioned, they like action and adventure games but they do not believe that a violent game can change their behavior. Almost half of the students (15) replied negatively (45,5%), 9 replied maybe (27,3%) and 9 replied positively (27,3%).
They do not feel frustrated if they do not play on the computer (36,4%) and they do not believe that their sociability is improved through computer games (51,5%). There are always friends who play more than they do (51,5%) and the answers to the question whether they stay up at nights to play were mostly negative (42,4%).
Questionnaire design and data analysis by the students and the teachers of the 1st General Lyceum of Ilion and the 2nd General Lyceum of Kozani.