Ferahim Yeşilyurt | Fatih Sultan Mehmet Vakıf University (original) (raw)

Papers by Ferahim Yeşilyurt

Research paper thumbnail of Computer Games Attıtude Scale (Cgas): Psychometric Properties of Parent Form

Bu a ra ştırma nın ama cı bilgisa ya r oyunla rına ilişkin tutum ölçeği ebeveyn formunun geliştir... more Bu a ra ştırma nın ama cı bilgisa ya r oyunla rına ilişkin tutum ölçeği ebeveyn formunun geliştirilerek geçerlik ve güvenirlik ça lışma la rının ya pılma sıdır. Ara ştırma da iki fa rklı ça lışma grubu bulunma kta dır. Birinci ça lışma grubu a çımla yıcı fa ktör a na lizi ya pma k üzere 421, İkinci ça lışma grubu ise, doğrula yıcı fa ktör a na lizi ya pma k üzere 297 ebeveynden oluşma kta dır. Bu a na liz sonucunda 0.38 ile 0.64 a ra sında yük değerleri a la n 6 şa r ma ddelik iki fa ktörlü ya pı edilmiştir. Bu ya pı, toplam va rya nsın %54,7’sini a çıklama kta dır. Birinci fa ktör olumsuz ya kla şım, ikinci fa ktör olumlu ya kla şım ola ra k a dla ndırılmıştır. Doğrula yıcı fa ktör a nalizi son u ç la rı na göre, modelin iyi uyum gösterdiği belirlenmiştir. Ya pıla n güvenirlik ça lışma sında birinci boyutun iç tuta rlılık ka tsa yısı, .85; ikinci boyutun iç tuta rlılık ka tsa yısı .81’dir. Ölçeğin, üç ha fta a ra yla ya pıla n test -tekrar test ça lışma sı sonucunda iki ölçüm a ra ...

Research paper thumbnail of Güncel Eğitim Bilimleri Araştırmaları

Research paper thumbnail of Bi̇lgi̇sayar Oyunlari Tutum Ölçeği̇: Ebeveyn Formu’Nun Psi̇kometri̇k Özelli̇kleri̇

The purpose of the study is to conduct validity and reliability studies by developing computer ga... more The purpose of the study is to conduct validity and reliability studies by developing computer games attitude scale’s parent form. In this study, there were two different study groups. The first study group, consists of 421 parents, applied exploratory factor analysis. The second group, consists of 297 parents, applied confirmatory factor analysis. The analysis resulted two factor structure, consisting of 6 items which have factor loadings between 0.38 and 0.64. This structure explained 54.7 % of the total variance. The first factor was named as negative attitude, while the second factor was named as positive attitude. According to the results of confirmatory factor analysis, the model fit with the factors. The internal consistency of the first dimension is .85 and the internal consistency of the second dimension is .81. The scale retested after 3 weeks from the first test. The results of test retest reliability indicated that there are positive correlations between two results of n...

Research paper thumbnail of The Mediating Role Of Life Satisfaction, Internet Gaming Disorder, And Negative Affect Within The Relationship Of Basic Psychological Needs Satisfaction And Depression

Abstract The purpose of this study was to propose a model in order to examine the relationships b... more Abstract The purpose of this study was to propose a model in order to examine the relationships between Internet Gaming Disorder (IGD), depression, life satisfaction (LS), basic psychological needs satisfaction (BPNS), and negative affect (NA). A total of 339 university students participated in this study. Of the participants, 244 mentioned that they played digital games, and 95 mentioned that did not play any games. Of these 244 students, 131 were female (53.7%) and 113 were male (46.3%). In the study, Personal Information Form, Internet Gaming Disorder-ShortForm, Basic Psychological Needs Satisfaction Scale, Negative Affect Scale, and The Satisfaction With Life Scale were used as data collection tools. As a result of the structural equation model, it was found that the relationship between basic psychological needs and IGD was mediated by life satisfaction. Besides, it was concluded that negative affect mediated the relationship between IGD and depression. Key Words: IGD, Basic Psychological Need Satisfaction, Life satisfaction, Negative Affect, Depression

Research paper thumbnail of Okul Psikolojik Danışmanlarının Gözünden Sosyal Medya, Siber Zorbalık ve Bilgisayar Oyunları ile İlgili Nitel Bir Çalışma

Turkish Studies-Educational Sciences

Research paper thumbnail of Investigating the Knowledge and Behavior of the Guidance Teachers about Epilepsy

Journal of the Turkish Epilepsi Society, 2019

Objectives: Epilepsy is a neurological disorder that can affect students' success and peer relati... more Objectives: Epilepsy is a neurological disorder that can affect students' success and peer relations. Students with epilepsy sometimes have epileptic seizures at school. The aim of this study was to investigate the knowledge and behavior of guidance counselors regarding epilepsy. Methods: A descriptive survey model to assess a total of 73 guidance counselors working in schools in Istanbul. A total of 11 questions were prepared by the researcher based on the literature. In the analysis of the data, descriptive statistics, such as frequency, percentage, and arithmetic mean were used. Results: It was determined that the majority of guidance counselors had not received training about epilepsy and, that their primary sources of information about the disorder were newspapers and magaziness. They knew the students with epilepsy at school and had been advised of the condition by the family. While counselors have a responsibility to support epileptic students, they often do not feel qualified and do not accept the role at the time of a seizure. Serious errors in the appropriate behavior during a seizure were also noted. The qualifications of the guidance counselors were insufficient for neuropsychiatric intervention. Conclusion: Counselors have an important role in the care of epileptic students in the school environment. Training programs should be implemented to increase knowledge of epilepsy. Information about epilepsy should also be added to the university curriculum.

Research paper thumbnail of Ergenlerin Oynadıkları Çevrim İçi Oyunların Cinsiyet, Sınıf Düzeyi ve Ders Başarısına Göre İncelenmesi

Bu arastirmanin amaci ergenlerin oynadiklari cevrim ici oyunlar ile cinsiyet, sinif duzeyi ve son... more Bu arastirmanin amaci ergenlerin oynadiklari cevrim ici oyunlar ile cinsiyet, sinif duzeyi ve son donemdeki ders basarisi arasinda iliskilerin incelenmesidir. Istanbuldaki ortaogretim kurumlarinda egitim goren 426 ogrenci arastirmanin orneklemini olusturmaktadir. Arastirmada, “Cevrim Ici Oyun Deneyimi Anketi” kullanilmistir. Arastirma sonucu elde edilen bilgiler SPSS 16 paket programi yardimi ile cozumlenmis, analizler 0.05 manidarlik duzeyinde sinanmistir. Verilerin cozumlenmesinde aritmetik ortalama, standart sapma, yuzde ve frekans gibi betimsel istatistikler kullanilmistir. Analizde ise, iliskisiz grup t testi, varyans analizi ve LSD istatistik teknikleri kullanilmistir. Arastirma sonuclarina gore ergenler arasinda en cok sosyal medya oyunlari ve aksiyon oyunlarinin oynanmaktadir. Bu oyunlardan sonra spor oyunlari, strateji rol oynama, masa ustu ve araba yarisi oyunlari gelmektedir. Simulasyon oyunlari ise ergenlerin en az tercih ettikleri oyunlardir. Simulasyon ve sosyal medya...

Research paper thumbnail of Doğum Öncesi Gelişim

Bebeklik Dönemi Gelişim ve Eğitim

Research paper thumbnail of Bilgisayar Oyun Tutum Ölçeği Öğretmen Formunun Geliştirilmesi

Mediterranean Journal of Educational Research

Research paper thumbnail of Interactional synchrony between 3 years old children and their mothers in extended and nuclear families

Early Child Development and Care

Research paper thumbnail of Türkiye’de Eğitim-Öğretim Alanında Yapılan Bilgisayar Oyunları Konulu Lisansüstü Tezlerin İncelenmesi

OPUS Uluslararası Toplum Araştırmaları Dergisi

Research paper thumbnail of Gaming Duration and Preferences: Relationships with Psychiatric Health, Gaming Addiction Scores and Academic Success in High School Students

Problematic gaming behavior is an important problem that may lead to a recently introduced psychi... more Problematic gaming behavior is an important problem that may lead to a recently introduced psychiatric condition named internet gaming disorder (IGD). Gaming addiction has been reported to have major influence on the lives of adolescents and young adults affected by it. Our aim was to determine relationships between gaming-related parameters, academic success, levels of depression, anxiety and stress, and gaming addiction scores. We performed a cross-sectional study comprised of 499 non-senior high school students from the Bakırköy district of Istanbul. Depression, anxiety and stress were measured with the DASS-21, gaming addiction was measured via the IGDS9-SF. A single questionnaire form was prepared to record demographics, game play behavior and preferences, DASS-21 scores and IGDS9-SF scores. Girls comprised 80.2% (n=400) of the participants in this study. Eighty-eight (17.6%) students reported that they did not play games. There was a statistically significant worsening in IGDS9 scores and all subscales of the DASS-21 with increased game playing time. Gaming addiction score was higher in those that reported being academically unsuccessful. Multivariate regression analysis revealed that the factors that increased IGDS9 scores were: time spent gaming, and preference of action, simulation or social media games. Whereas, smartphone gaming was found to be independently associated with lower IGDS9 scores. The association of higher IGDS9 scores with gaming time and preference of action, simulation and social media games, and lower scores with smartphone gaming are interesting results and may have implications in the approach to and treatment of those with IGD.

Research paper thumbnail of Gaming Duration and Preferences: Relationships with Psychiatric Health, Gaming Addiction Scores and Academic Success in High School Students

Problematic gaming behavior is an important problem that may lead to a recently introduced psychi... more Problematic gaming behavior is an important problem that may lead to a recently introduced psychiatric condition named internet gaming disorder (IGD). Gaming addiction has been reported to have major influence on the lives of adolescents and young adults affected by it. Our aim was to determine relationships between gaming-related parameters, academic success, levels of depression, anxiety and stress, and gaming addiction scores. We performed a cross-sectional study comprised of 499 non-senior high school students from the Bakırköy district of Istanbul. Depression, anxiety and stress were measured with the DASS-21, gaming addiction was measured via the IGDS9-SF. A single questionnaire form was prepared to record demographics, game play behavior and preferences, DASS-21 scores and IGDS9-SF scores. Girls comprised 80.2% (n=400) of the participants in this study. Eighty-eight (17.6%) students reported that they did not play games. There was a statistically significant worsening in IGDS9 scores and all subscales of the DASS-21 with increased game playing time. Gaming addiction score was higher in those that reported being academically unsuccessful. Multivariate regression analysis revealed that the factors that increased IGDS9 scores were: time spent gaming, and preference of action, simulation or social media games. Whereas, smartphone gaming was found to be independently associated with lower IGDS9 scores. The association of higher IGDS9 scores with gaming time and preference of action, simulation and social media games, and lower scores with smartphone gaming are interesting results and may have implications in the approach to and treatment of those with IGD.

Research paper thumbnail of Akdeniz Egitim Arastirmalari Dergisi Bilgisayar Oyun Tutum Olcegi Ogretmen Formunun Gelistirilmesi Ferahim Yesilyurt & Nur Demirbas-Celik

Research paper thumbnail of 2. BÖLÜM DOĞUM ÖNCESİ GELİŞİM

Research paper thumbnail of Munzur Zirvesi 2. Uluslararası Sosyal Bilimler Kongresi 6 YAŞTAN 19 YAŞA UTANGAÇ ÇOCUKLARIN PROBLEM DAVRANIŞ VE BAĞLANMA DURUMLARININ BOYLAMSAL OLARAK İNCELENMESİ Serdal SEVEN

İstanbul Esenyurt Üniversitesi ÖZET Çalışma, 6 yaşında utangaçlık düzeyleri yüksek olarak tespit ... more İstanbul Esenyurt Üniversitesi ÖZET Çalışma, 6 yaşında utangaçlık düzeyleri yüksek olarak tespit edilen çocukların 6-9 yaş utangaçlık kararlılığının ve 19 yaşta bağlanma, problem davranışlarına etkilerinin incelenmesi amacıyla boylamsal olarak gerçekleştirilmiştir. Bu bağlamda 6, 7 ve 9 yaşta elde edilen utangaçlık puanlarındaki değişim tekrarlı ölçümlerde t testi kullanılarak belirlenmiştir. Utangaçlık düzeyleri yüksek olan 6 yaş çocuklarının 6 ve 19 yaştaki içselleşmiş ve dışsallaşmış davranış ortalamaları yine tekrarlı ölçümlerde t testi Greenhouse-Geisser katsayısı ile hesaplanmıştır. Ayrıca 6 ve 19 yaştaki genel grup ve utangaç grup bağlanma ortalamaları hesaplanmıştır. Araştırmanın çalışma grubunu; 2006 yılında utangaçlık düzeyleri hesaplanmış olan 110 çocuk arasından 2019 yılında ulaşılabilen 26 katılımcıdan utangaçlık düzeyi en yüksek 5 kız ve 5 erkek oluşturmaktadır. Araştırmada Tamamlanmamış Bebek Ailesi Hikayeleri Ölçeği (TOBAH), Yakın İlişkide Yaşantılar Envanteri, Ebeveyn ve Arkadaşlara Bağlanma Envanteri-Kısa Formu, Sosyal Davranış Öğretmen Değerlendirmesi, Sosyal Beceri Değerlendirme Sistemi Öğretmen Formu ve Problem Davranış Bölümü ile yarı yapılandırılmış görüşme formu ve öğrenci bilgi formu veri toplama araçları olarak kullanılmıştır.

Research paper thumbnail of Internet gaming disorder: Remarks of psychiatrists

World Journal on Educational Technology, 2020

Psychiatrists were interviewed to elicit their remarks on and clinical experiences with Internet ... more Psychiatrists were interviewed to elicit their remarks on and clinical experiences with Internet Gaming Disorder (IGD). A case study design with four open-ended questions was chosen. Psychiatrists were asked to answer questions related to the clinical cases they encountered, what they have gone through and what they think about the diagnosis of IGD. Purposive sampling was employed and eight psychiatrists working in İstanbul made up the study sample. There have been numerous studies focusing on its prevalence and treatment but, to the best of author's knowledge, there are no studies on psychiatrists' experiences with and remarks on IGD. Therefore, the current study will contribute to the literature by shedding light on practical knowledge and experience, which is as much important as theory. The findings showed that psychiatrists diagnosed a few of the patients suspected of IGD with depression, anxiety disorder and attention-deficit/hyperactivity disorder as comorbidities. Medications were often used to treat comorbidities and cognitive behavioural therapy in some cases. They also stated that they had difficulties while applying the criteria for diagnosis and paid attention to various symptoms. Functionality was reported as the most important criterion and it was suggested to be coded separately in clinical trials.

Research paper thumbnail of Turkish Studies -Educational Sciences Okul Psikolojik Danışmanlarının Gözünden Sosyal Medya, Siber Zorbalık ve Bilgisayar Oyunları ile İlgili Nitel Bir Çalışma Social Media, Cyber Bullying and Computer Games Problems in Counseling Process

Okul Psikolojik Danışmanlarının Gözünden Sosyal Medya, Siber Zorbalık ve Bilgisayar Oyunları ile İlgili Nitel Bir Çalışma, 2020

Today, the Internet captivates users of all ages becoming widespread. Several problems start to a... more Today, the Internet captivates users of all ages becoming widespread. Several problems start to arise with the increasing usage of the internet. School psychological counselors were interviewed in this research with the aim of investigating what kind of problems that psychological counselors experience with students in relation to internet. The phenomenological tradition of qualitative research was chosen for this study. Semi-structured interviews were conducted. The interview involved five open ended questions. Psychological counselors answered which problems they experience related to internet in the school, what they surprise, what they learn from students, their works and study, the need of training about this and their expectations from training. 25 psychological counselors working in İstanbul were participated in this study. Results indicated that psychological counselors experience the feeling of incompetence regarding problems with internet and they need in-service training. Psychological counselors need in-service training with respect to social media and computer games. It was determined that psychological counselors need more in-service training intended for practical information than theoretical information. It was suggested that the authoritios of the Ministry of Education should prepare in-service training plans especially regarding the use of social media and computer games in order to meet the needs of information related to the internet. Also, it was suggested that the content of in-service training should be works intended for practical information as much as possible. It will be beneficial for psychological counselors to do group guidance activities related to cyber bullying, social media addiction, computer games intended for students in order them to develop time management skills.

Research paper thumbnail of Prediction of the time spent on Instagram by social media addiction and life satisfaction

Cypriot Journal of Educational Sciences, 2020

Abstract There are many different debates regarding the time spent on Instagram by social media a... more Abstract
There are many different debates regarding the time spent on Instagram by social media addiction and life satisfaction. In consequence, in this research, it is aimed to reveal the variables that predict the time spent on Instagram by university students. The research is done in accordance with the causal and correlation model by using a quantitative research method. The results of the research are predicted by the time spent on Instagram, gender, age and social media addiction. Time spent on Instagram differentiates in accordance with the level of social media addiction (Sig = 0.00, p < 0.05) but does not differentiate by life satisfaction (Sig = 0.06, p > 0.05). As social media addiction increases, life satisfaction decreases (r = −0.19). Women spent 0.42 times more time, and the women at the age of 21–22 years spent 0.38 times more time on Instagram.
Keywords: Instagram, life satisfaction, social media, addiction.
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Research paper thumbnail of BİLGİSAYAR OYUNLARI TUTUM ÖLÇEĞİ: EBEVEYN FORMU’NUN PSİKOMETRİK ÖZELLİKLERİ

BİLGİSAYAR OYUNLARI TUTUM ÖLÇEĞİ: EBEVEYN FORMU’NUN PSİKOMETRİK ÖZELLİKLERİ, 2019

Öz Bu araştırmanın amacı bilgisayar oyunlarına ilişkin tutum ölçeği ebeveyn formunun geliştiriler... more Öz Bu araştırmanın amacı bilgisayar oyunlarına ilişkin tutum ölçeği ebeveyn formunun geliştirilerek geçerlik ve güvenirlik çalışmalarının yapılmasıdır. Araştırmada iki farklı çalışma grubu bulunmaktadır. Birinci çalışma grubu açımlayıcı faktör analizi yapmak üzere 421, İkinci çalışma grubu ise, doğrulayıcı faktör analizi yapmak üzere 297 ebeveynden oluşmaktadır. Bu analiz sonucunda 0.38 ile 0.64 arasında yük değerleri alan 6 şar maddelik iki faktörlü yapı edilmiştir. Bu yapı, toplam varyansın %54,7'sini açıklamaktadır. Birinci faktör olumsuz yaklaşım, ikinci faktör olumlu yaklaşım olarak adlandırılmıştır. Doğrulayıcı faktör analizi sonuçlarına göre, modelin iyi uyum gösterdiği belirlenmiştir. Yapılan güvenirlik çalışmasında birinci boyutun iç tutarlılık katsayısı, .85; ikinci boyutun iç tutarlılık katsayısı .81'dir. Ölçeğin, üç hafta arayla yapılan test-tekrar test çalışması sonucunda iki ölçüm arasındaki Pearson momentler çarpım korelasyonu katsayısı olumsuz yaklaşım için.74, olumlu yaklaşım için .76 bulunmuştur. Bu sonuçlar ölçeğin geçerli ve güvenilir bir ölçme aracı olduğunu göstermektedir. Ayrıca ölçeğin boyutlarının cinsiyete, yaşa ve eğitim düzeyine göre farklılaşıp farklılaşmadığı incelenmiştir. Analizler sonucunda babaların olumlu yaklaşım puanı annelerden, 40 yaş üstü ebeveynlerin olumlu yaklaşım puanları 40 yaş altı ebeveynlerden daha yüksek olduğu bulunmuştur. Diğer değişkenlere göre bilgisayar oyunları tutumlarında anlamlı farklılık yoktur. Abstract The purpose of the study is to conduct validity and reliability studies by developing the Parent Form of Computer Games Attitude Scale. In this study, there were two different study groups. The first study group consists of 421 parents, applied exploratory factor analysis. The second group consists of 297 parents, applied confirmatory factor analysis. The analysis resulted two factor structures consisting of 6 items which have factor loadings between 0.38 and 0.64. This structure explained 54.7 % of the total variance. The first factor was named as negative attitude, while the second factor was named as positive attitude. According to the results of confirmatory factor analysis, the model fits with the factors. The internal consistency of the first dimension is .85 and the internal consistency of the second dimension is .81. The scale retested after 3 weeks from the first test. The results of test retest reliability indicated that there are positive correlations between two results of negative attitude (r = .74) and there are positive correlations between two results of positive attitudes (r = .76). These results showed that this scale is a reliable and valid measurement instrument. In addition, it has been examined that whether dimensions of the scale differentiate according to gender, age and education level. The results showed that fathers have higher positive attitudes than mothers; parents who are older than 40 have higher positive attitudes than parents whose ages are under 40. There is no significant difference in computer game attitudes in accordance with other variables.

Research paper thumbnail of Computer Games Attıtude Scale (Cgas): Psychometric Properties of Parent Form

Bu a ra ştırma nın ama cı bilgisa ya r oyunla rına ilişkin tutum ölçeği ebeveyn formunun geliştir... more Bu a ra ştırma nın ama cı bilgisa ya r oyunla rına ilişkin tutum ölçeği ebeveyn formunun geliştirilerek geçerlik ve güvenirlik ça lışma la rının ya pılma sıdır. Ara ştırma da iki fa rklı ça lışma grubu bulunma kta dır. Birinci ça lışma grubu a çımla yıcı fa ktör a na lizi ya pma k üzere 421, İkinci ça lışma grubu ise, doğrula yıcı fa ktör a na lizi ya pma k üzere 297 ebeveynden oluşma kta dır. Bu a na liz sonucunda 0.38 ile 0.64 a ra sında yük değerleri a la n 6 şa r ma ddelik iki fa ktörlü ya pı edilmiştir. Bu ya pı, toplam va rya nsın %54,7’sini a çıklama kta dır. Birinci fa ktör olumsuz ya kla şım, ikinci fa ktör olumlu ya kla şım ola ra k a dla ndırılmıştır. Doğrula yıcı fa ktör a nalizi son u ç la rı na göre, modelin iyi uyum gösterdiği belirlenmiştir. Ya pıla n güvenirlik ça lışma sında birinci boyutun iç tuta rlılık ka tsa yısı, .85; ikinci boyutun iç tuta rlılık ka tsa yısı .81’dir. Ölçeğin, üç ha fta a ra yla ya pıla n test -tekrar test ça lışma sı sonucunda iki ölçüm a ra ...

Research paper thumbnail of Güncel Eğitim Bilimleri Araştırmaları

Research paper thumbnail of Bi̇lgi̇sayar Oyunlari Tutum Ölçeği̇: Ebeveyn Formu’Nun Psi̇kometri̇k Özelli̇kleri̇

The purpose of the study is to conduct validity and reliability studies by developing computer ga... more The purpose of the study is to conduct validity and reliability studies by developing computer games attitude scale’s parent form. In this study, there were two different study groups. The first study group, consists of 421 parents, applied exploratory factor analysis. The second group, consists of 297 parents, applied confirmatory factor analysis. The analysis resulted two factor structure, consisting of 6 items which have factor loadings between 0.38 and 0.64. This structure explained 54.7 % of the total variance. The first factor was named as negative attitude, while the second factor was named as positive attitude. According to the results of confirmatory factor analysis, the model fit with the factors. The internal consistency of the first dimension is .85 and the internal consistency of the second dimension is .81. The scale retested after 3 weeks from the first test. The results of test retest reliability indicated that there are positive correlations between two results of n...

Research paper thumbnail of The Mediating Role Of Life Satisfaction, Internet Gaming Disorder, And Negative Affect Within The Relationship Of Basic Psychological Needs Satisfaction And Depression

Abstract The purpose of this study was to propose a model in order to examine the relationships b... more Abstract The purpose of this study was to propose a model in order to examine the relationships between Internet Gaming Disorder (IGD), depression, life satisfaction (LS), basic psychological needs satisfaction (BPNS), and negative affect (NA). A total of 339 university students participated in this study. Of the participants, 244 mentioned that they played digital games, and 95 mentioned that did not play any games. Of these 244 students, 131 were female (53.7%) and 113 were male (46.3%). In the study, Personal Information Form, Internet Gaming Disorder-ShortForm, Basic Psychological Needs Satisfaction Scale, Negative Affect Scale, and The Satisfaction With Life Scale were used as data collection tools. As a result of the structural equation model, it was found that the relationship between basic psychological needs and IGD was mediated by life satisfaction. Besides, it was concluded that negative affect mediated the relationship between IGD and depression. Key Words: IGD, Basic Psychological Need Satisfaction, Life satisfaction, Negative Affect, Depression

Research paper thumbnail of Okul Psikolojik Danışmanlarının Gözünden Sosyal Medya, Siber Zorbalık ve Bilgisayar Oyunları ile İlgili Nitel Bir Çalışma

Turkish Studies-Educational Sciences

Research paper thumbnail of Investigating the Knowledge and Behavior of the Guidance Teachers about Epilepsy

Journal of the Turkish Epilepsi Society, 2019

Objectives: Epilepsy is a neurological disorder that can affect students' success and peer relati... more Objectives: Epilepsy is a neurological disorder that can affect students' success and peer relations. Students with epilepsy sometimes have epileptic seizures at school. The aim of this study was to investigate the knowledge and behavior of guidance counselors regarding epilepsy. Methods: A descriptive survey model to assess a total of 73 guidance counselors working in schools in Istanbul. A total of 11 questions were prepared by the researcher based on the literature. In the analysis of the data, descriptive statistics, such as frequency, percentage, and arithmetic mean were used. Results: It was determined that the majority of guidance counselors had not received training about epilepsy and, that their primary sources of information about the disorder were newspapers and magaziness. They knew the students with epilepsy at school and had been advised of the condition by the family. While counselors have a responsibility to support epileptic students, they often do not feel qualified and do not accept the role at the time of a seizure. Serious errors in the appropriate behavior during a seizure were also noted. The qualifications of the guidance counselors were insufficient for neuropsychiatric intervention. Conclusion: Counselors have an important role in the care of epileptic students in the school environment. Training programs should be implemented to increase knowledge of epilepsy. Information about epilepsy should also be added to the university curriculum.

Research paper thumbnail of Ergenlerin Oynadıkları Çevrim İçi Oyunların Cinsiyet, Sınıf Düzeyi ve Ders Başarısına Göre İncelenmesi

Bu arastirmanin amaci ergenlerin oynadiklari cevrim ici oyunlar ile cinsiyet, sinif duzeyi ve son... more Bu arastirmanin amaci ergenlerin oynadiklari cevrim ici oyunlar ile cinsiyet, sinif duzeyi ve son donemdeki ders basarisi arasinda iliskilerin incelenmesidir. Istanbuldaki ortaogretim kurumlarinda egitim goren 426 ogrenci arastirmanin orneklemini olusturmaktadir. Arastirmada, “Cevrim Ici Oyun Deneyimi Anketi” kullanilmistir. Arastirma sonucu elde edilen bilgiler SPSS 16 paket programi yardimi ile cozumlenmis, analizler 0.05 manidarlik duzeyinde sinanmistir. Verilerin cozumlenmesinde aritmetik ortalama, standart sapma, yuzde ve frekans gibi betimsel istatistikler kullanilmistir. Analizde ise, iliskisiz grup t testi, varyans analizi ve LSD istatistik teknikleri kullanilmistir. Arastirma sonuclarina gore ergenler arasinda en cok sosyal medya oyunlari ve aksiyon oyunlarinin oynanmaktadir. Bu oyunlardan sonra spor oyunlari, strateji rol oynama, masa ustu ve araba yarisi oyunlari gelmektedir. Simulasyon oyunlari ise ergenlerin en az tercih ettikleri oyunlardir. Simulasyon ve sosyal medya...

Research paper thumbnail of Doğum Öncesi Gelişim

Bebeklik Dönemi Gelişim ve Eğitim

Research paper thumbnail of Bilgisayar Oyun Tutum Ölçeği Öğretmen Formunun Geliştirilmesi

Mediterranean Journal of Educational Research

Research paper thumbnail of Interactional synchrony between 3 years old children and their mothers in extended and nuclear families

Early Child Development and Care

Research paper thumbnail of Türkiye’de Eğitim-Öğretim Alanında Yapılan Bilgisayar Oyunları Konulu Lisansüstü Tezlerin İncelenmesi

OPUS Uluslararası Toplum Araştırmaları Dergisi

Research paper thumbnail of Gaming Duration and Preferences: Relationships with Psychiatric Health, Gaming Addiction Scores and Academic Success in High School Students

Problematic gaming behavior is an important problem that may lead to a recently introduced psychi... more Problematic gaming behavior is an important problem that may lead to a recently introduced psychiatric condition named internet gaming disorder (IGD). Gaming addiction has been reported to have major influence on the lives of adolescents and young adults affected by it. Our aim was to determine relationships between gaming-related parameters, academic success, levels of depression, anxiety and stress, and gaming addiction scores. We performed a cross-sectional study comprised of 499 non-senior high school students from the Bakırköy district of Istanbul. Depression, anxiety and stress were measured with the DASS-21, gaming addiction was measured via the IGDS9-SF. A single questionnaire form was prepared to record demographics, game play behavior and preferences, DASS-21 scores and IGDS9-SF scores. Girls comprised 80.2% (n=400) of the participants in this study. Eighty-eight (17.6%) students reported that they did not play games. There was a statistically significant worsening in IGDS9 scores and all subscales of the DASS-21 with increased game playing time. Gaming addiction score was higher in those that reported being academically unsuccessful. Multivariate regression analysis revealed that the factors that increased IGDS9 scores were: time spent gaming, and preference of action, simulation or social media games. Whereas, smartphone gaming was found to be independently associated with lower IGDS9 scores. The association of higher IGDS9 scores with gaming time and preference of action, simulation and social media games, and lower scores with smartphone gaming are interesting results and may have implications in the approach to and treatment of those with IGD.

Research paper thumbnail of Gaming Duration and Preferences: Relationships with Psychiatric Health, Gaming Addiction Scores and Academic Success in High School Students

Problematic gaming behavior is an important problem that may lead to a recently introduced psychi... more Problematic gaming behavior is an important problem that may lead to a recently introduced psychiatric condition named internet gaming disorder (IGD). Gaming addiction has been reported to have major influence on the lives of adolescents and young adults affected by it. Our aim was to determine relationships between gaming-related parameters, academic success, levels of depression, anxiety and stress, and gaming addiction scores. We performed a cross-sectional study comprised of 499 non-senior high school students from the Bakırköy district of Istanbul. Depression, anxiety and stress were measured with the DASS-21, gaming addiction was measured via the IGDS9-SF. A single questionnaire form was prepared to record demographics, game play behavior and preferences, DASS-21 scores and IGDS9-SF scores. Girls comprised 80.2% (n=400) of the participants in this study. Eighty-eight (17.6%) students reported that they did not play games. There was a statistically significant worsening in IGDS9 scores and all subscales of the DASS-21 with increased game playing time. Gaming addiction score was higher in those that reported being academically unsuccessful. Multivariate regression analysis revealed that the factors that increased IGDS9 scores were: time spent gaming, and preference of action, simulation or social media games. Whereas, smartphone gaming was found to be independently associated with lower IGDS9 scores. The association of higher IGDS9 scores with gaming time and preference of action, simulation and social media games, and lower scores with smartphone gaming are interesting results and may have implications in the approach to and treatment of those with IGD.

Research paper thumbnail of Akdeniz Egitim Arastirmalari Dergisi Bilgisayar Oyun Tutum Olcegi Ogretmen Formunun Gelistirilmesi Ferahim Yesilyurt & Nur Demirbas-Celik

Research paper thumbnail of 2. BÖLÜM DOĞUM ÖNCESİ GELİŞİM

Research paper thumbnail of Munzur Zirvesi 2. Uluslararası Sosyal Bilimler Kongresi 6 YAŞTAN 19 YAŞA UTANGAÇ ÇOCUKLARIN PROBLEM DAVRANIŞ VE BAĞLANMA DURUMLARININ BOYLAMSAL OLARAK İNCELENMESİ Serdal SEVEN

İstanbul Esenyurt Üniversitesi ÖZET Çalışma, 6 yaşında utangaçlık düzeyleri yüksek olarak tespit ... more İstanbul Esenyurt Üniversitesi ÖZET Çalışma, 6 yaşında utangaçlık düzeyleri yüksek olarak tespit edilen çocukların 6-9 yaş utangaçlık kararlılığının ve 19 yaşta bağlanma, problem davranışlarına etkilerinin incelenmesi amacıyla boylamsal olarak gerçekleştirilmiştir. Bu bağlamda 6, 7 ve 9 yaşta elde edilen utangaçlık puanlarındaki değişim tekrarlı ölçümlerde t testi kullanılarak belirlenmiştir. Utangaçlık düzeyleri yüksek olan 6 yaş çocuklarının 6 ve 19 yaştaki içselleşmiş ve dışsallaşmış davranış ortalamaları yine tekrarlı ölçümlerde t testi Greenhouse-Geisser katsayısı ile hesaplanmıştır. Ayrıca 6 ve 19 yaştaki genel grup ve utangaç grup bağlanma ortalamaları hesaplanmıştır. Araştırmanın çalışma grubunu; 2006 yılında utangaçlık düzeyleri hesaplanmış olan 110 çocuk arasından 2019 yılında ulaşılabilen 26 katılımcıdan utangaçlık düzeyi en yüksek 5 kız ve 5 erkek oluşturmaktadır. Araştırmada Tamamlanmamış Bebek Ailesi Hikayeleri Ölçeği (TOBAH), Yakın İlişkide Yaşantılar Envanteri, Ebeveyn ve Arkadaşlara Bağlanma Envanteri-Kısa Formu, Sosyal Davranış Öğretmen Değerlendirmesi, Sosyal Beceri Değerlendirme Sistemi Öğretmen Formu ve Problem Davranış Bölümü ile yarı yapılandırılmış görüşme formu ve öğrenci bilgi formu veri toplama araçları olarak kullanılmıştır.

Research paper thumbnail of Internet gaming disorder: Remarks of psychiatrists

World Journal on Educational Technology, 2020

Psychiatrists were interviewed to elicit their remarks on and clinical experiences with Internet ... more Psychiatrists were interviewed to elicit their remarks on and clinical experiences with Internet Gaming Disorder (IGD). A case study design with four open-ended questions was chosen. Psychiatrists were asked to answer questions related to the clinical cases they encountered, what they have gone through and what they think about the diagnosis of IGD. Purposive sampling was employed and eight psychiatrists working in İstanbul made up the study sample. There have been numerous studies focusing on its prevalence and treatment but, to the best of author's knowledge, there are no studies on psychiatrists' experiences with and remarks on IGD. Therefore, the current study will contribute to the literature by shedding light on practical knowledge and experience, which is as much important as theory. The findings showed that psychiatrists diagnosed a few of the patients suspected of IGD with depression, anxiety disorder and attention-deficit/hyperactivity disorder as comorbidities. Medications were often used to treat comorbidities and cognitive behavioural therapy in some cases. They also stated that they had difficulties while applying the criteria for diagnosis and paid attention to various symptoms. Functionality was reported as the most important criterion and it was suggested to be coded separately in clinical trials.

Research paper thumbnail of Turkish Studies -Educational Sciences Okul Psikolojik Danışmanlarının Gözünden Sosyal Medya, Siber Zorbalık ve Bilgisayar Oyunları ile İlgili Nitel Bir Çalışma Social Media, Cyber Bullying and Computer Games Problems in Counseling Process

Okul Psikolojik Danışmanlarının Gözünden Sosyal Medya, Siber Zorbalık ve Bilgisayar Oyunları ile İlgili Nitel Bir Çalışma, 2020

Today, the Internet captivates users of all ages becoming widespread. Several problems start to a... more Today, the Internet captivates users of all ages becoming widespread. Several problems start to arise with the increasing usage of the internet. School psychological counselors were interviewed in this research with the aim of investigating what kind of problems that psychological counselors experience with students in relation to internet. The phenomenological tradition of qualitative research was chosen for this study. Semi-structured interviews were conducted. The interview involved five open ended questions. Psychological counselors answered which problems they experience related to internet in the school, what they surprise, what they learn from students, their works and study, the need of training about this and their expectations from training. 25 psychological counselors working in İstanbul were participated in this study. Results indicated that psychological counselors experience the feeling of incompetence regarding problems with internet and they need in-service training. Psychological counselors need in-service training with respect to social media and computer games. It was determined that psychological counselors need more in-service training intended for practical information than theoretical information. It was suggested that the authoritios of the Ministry of Education should prepare in-service training plans especially regarding the use of social media and computer games in order to meet the needs of information related to the internet. Also, it was suggested that the content of in-service training should be works intended for practical information as much as possible. It will be beneficial for psychological counselors to do group guidance activities related to cyber bullying, social media addiction, computer games intended for students in order them to develop time management skills.

Research paper thumbnail of Prediction of the time spent on Instagram by social media addiction and life satisfaction

Cypriot Journal of Educational Sciences, 2020

Abstract There are many different debates regarding the time spent on Instagram by social media a... more Abstract
There are many different debates regarding the time spent on Instagram by social media addiction and life satisfaction. In consequence, in this research, it is aimed to reveal the variables that predict the time spent on Instagram by university students. The research is done in accordance with the causal and correlation model by using a quantitative research method. The results of the research are predicted by the time spent on Instagram, gender, age and social media addiction. Time spent on Instagram differentiates in accordance with the level of social media addiction (Sig = 0.00, p < 0.05) but does not differentiate by life satisfaction (Sig = 0.06, p > 0.05). As social media addiction increases, life satisfaction decreases (r = −0.19). Women spent 0.42 times more time, and the women at the age of 21–22 years spent 0.38 times more time on Instagram.
Keywords: Instagram, life satisfaction, social media, addiction.
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Research paper thumbnail of BİLGİSAYAR OYUNLARI TUTUM ÖLÇEĞİ: EBEVEYN FORMU’NUN PSİKOMETRİK ÖZELLİKLERİ

BİLGİSAYAR OYUNLARI TUTUM ÖLÇEĞİ: EBEVEYN FORMU’NUN PSİKOMETRİK ÖZELLİKLERİ, 2019

Öz Bu araştırmanın amacı bilgisayar oyunlarına ilişkin tutum ölçeği ebeveyn formunun geliştiriler... more Öz Bu araştırmanın amacı bilgisayar oyunlarına ilişkin tutum ölçeği ebeveyn formunun geliştirilerek geçerlik ve güvenirlik çalışmalarının yapılmasıdır. Araştırmada iki farklı çalışma grubu bulunmaktadır. Birinci çalışma grubu açımlayıcı faktör analizi yapmak üzere 421, İkinci çalışma grubu ise, doğrulayıcı faktör analizi yapmak üzere 297 ebeveynden oluşmaktadır. Bu analiz sonucunda 0.38 ile 0.64 arasında yük değerleri alan 6 şar maddelik iki faktörlü yapı edilmiştir. Bu yapı, toplam varyansın %54,7'sini açıklamaktadır. Birinci faktör olumsuz yaklaşım, ikinci faktör olumlu yaklaşım olarak adlandırılmıştır. Doğrulayıcı faktör analizi sonuçlarına göre, modelin iyi uyum gösterdiği belirlenmiştir. Yapılan güvenirlik çalışmasında birinci boyutun iç tutarlılık katsayısı, .85; ikinci boyutun iç tutarlılık katsayısı .81'dir. Ölçeğin, üç hafta arayla yapılan test-tekrar test çalışması sonucunda iki ölçüm arasındaki Pearson momentler çarpım korelasyonu katsayısı olumsuz yaklaşım için.74, olumlu yaklaşım için .76 bulunmuştur. Bu sonuçlar ölçeğin geçerli ve güvenilir bir ölçme aracı olduğunu göstermektedir. Ayrıca ölçeğin boyutlarının cinsiyete, yaşa ve eğitim düzeyine göre farklılaşıp farklılaşmadığı incelenmiştir. Analizler sonucunda babaların olumlu yaklaşım puanı annelerden, 40 yaş üstü ebeveynlerin olumlu yaklaşım puanları 40 yaş altı ebeveynlerden daha yüksek olduğu bulunmuştur. Diğer değişkenlere göre bilgisayar oyunları tutumlarında anlamlı farklılık yoktur. Abstract The purpose of the study is to conduct validity and reliability studies by developing the Parent Form of Computer Games Attitude Scale. In this study, there were two different study groups. The first study group consists of 421 parents, applied exploratory factor analysis. The second group consists of 297 parents, applied confirmatory factor analysis. The analysis resulted two factor structures consisting of 6 items which have factor loadings between 0.38 and 0.64. This structure explained 54.7 % of the total variance. The first factor was named as negative attitude, while the second factor was named as positive attitude. According to the results of confirmatory factor analysis, the model fits with the factors. The internal consistency of the first dimension is .85 and the internal consistency of the second dimension is .81. The scale retested after 3 weeks from the first test. The results of test retest reliability indicated that there are positive correlations between two results of negative attitude (r = .74) and there are positive correlations between two results of positive attitudes (r = .76). These results showed that this scale is a reliable and valid measurement instrument. In addition, it has been examined that whether dimensions of the scale differentiate according to gender, age and education level. The results showed that fathers have higher positive attitudes than mothers; parents who are older than 40 have higher positive attitudes than parents whose ages are under 40. There is no significant difference in computer game attitudes in accordance with other variables.

Research paper thumbnail of Öznel iyi Oluş ve Temel Psikolojik İhtiyaçların Depresif Belirtileri Yordayıcılığı (Subjective Well-being and Basic Psychological Needs as Predictors of Depressive Symptoms

Bildiri, 2019

Dünya Sağlık Örgütünün 2017 verilerine göre Türkiye nüfusunun %7.5’i depresyondan etkilenmektedir... more Dünya Sağlık Örgütünün 2017 verilerine göre Türkiye nüfusunun %7.5’i depresyondan etkilenmektedir. Pozitif duygulanım, olumlu duyguları içerirken negatif duygulanım olumsuz duyguları içermektedir. Duygu durumunun ve yaşamdan memnuniyetin depresyonun önemli belirleyicisi olduğunu gösteren çalışmalar bulunmaktadır. Pozitif, negatif duygu ve yaşam doyumu öznel iyi oluş olarak adlandırılmaktadır. Bunlar dışında bireyin temel psikolojik gereksinimlerinin karşılanmaması da depresyonla ilişkilidir. Bu araştırmanın amacı üniversite öğrencilerinde pozitif ve negatif duygunun, yaşam doyumunun ve temel psikolojik gereksinimlerin depresyonu yordayıcılığını incelemektir. Bu çalışmanın katılımcılarını 156’sı kadın, 55’i erkek olmak üzere İstanbul’da öğrenim gören 211 öğrenciden oluşturmaktadır. Katılımcılar, özerklik, ilişkisellik ve
yeterlik alt boyutular bulunan olan Temel Psikolojik İhtiyaçlar Doyumu Ölçeğini, Pozitif ve Negatif Duygulanım Ölçeğini, Yaşam Doyumu Ölçeğini ve Zung Depresyon Ölçeğini yanıtlamışlardır. Ölçekler gönüllü öğrencilere araştırmacılardan biri tarafından dersliklere girilerek uygulanmıştır. Verilerin analizi SPSS 20. programında aşamalı regresyon analizi ile yapılmıştır. Tüm değişkenler arasında Pearson Korelasyon katsayısı hesaplanmıştır. Buna göre bağımlı ve bağımsız değişkenler birbiriyle orta düzeyde ilişkilidir. Aşamalı regresyon analizi sonucunda
depresyonun açıklayıcıları sırasıyla negatif duygulanım, pozitif duygulanım, özerklik ve yaşam doyumudur. Bu dört değişken toplam varyansın %61’ini açıklamaktadır.