INTERNET ADDICTION OF SECONDARY SCHOOL STUDENTS AND ATTITUDES OF THEIR PARENTS


Öz R., Kayalar M. T., Koç A.

Pakistan Journal of Distance and Online Learning, cilt.9, sa.2, ss.1-28, 2024 (ESCI)

Özet

The  study  employed  a  quantitative  research  design  using  the  general survey   model   to   understand   a   large   research   population   without intervening  in  variables.  It  involved  552  teacher  candidates  from  an education  faculty  in  Eastern  Anatolia,  Turkey,  with  142 males  and  410 females participating voluntarily. Data were collected using the Computer Game Motivation Scale (CGMS) with 17 items and five sub-dimensions (Concentration,   Enjoyment,   Escape,   Learning,   and   Socialization), assessed on a five-point Likert scale (1 = Strongly Disagree, 5 = Strongly Agree). The reliability coefficients (Cronbach's Alpha) ranged from .77 to .95  for  scale  structures  and  were  .94  for  the  entire  scale.  Internal consistency coefficients  for sub-dimensions  varied  from .78 to .94, with .93   for   the   overall   scale.   The   information   form   included   gender, department/unit, perceived income status, and place of residence inquiries. Male students had higher gaming addiction scores than females, and those in verbal programs scored higher than numerical programs. 2nd and 3rd-year  students  had  higher  gaming  addiction  scores,  and  students  with  a perception  of  very  poor  income  also  scored  higher in  gaming  addiction. Interestingly,  the  place  of  residence  did  not  significantly  affect  gaming addiction,  likely  due  to  widespread  internet  and  technology  access.  In summary,  this  study  highlighted  how  gender,  program,  class  level,  and income  perception  impact  gaming  addiction  among  university  students, while place of residence does not seem to play a significant role.