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Digital game playing habits of graphic design students and the factors afecting their game choices

机译:平面设计专业学生的数字游戏游戏习惯及其影响游戏选择的因素

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Today's university students spend the majority of their time interacting with digital technologies. Their intensive interaction with digital environment also increases their interest in digital games. Graphic design is one of the areas in which especially computers are frequently used as a digital environment. Computers provide great convenience for today's graphic designers through various software elements for design, and efficient use of computer is required in order to be able to create a good design. Digital games, which include the elements of sound, music, color, illustration, animation and video, attract the attention of Graphic Design students. The general objective of this research is to determine the extent of the relation the students build with their area while they are playing or choosing games, ant to discover the effect of their playing habits and choices on their performance in the courses such as illustration, animation, typography, and web design. Other points to be examined in addition to this include the contribution of the challenges the Graphic Design students face during the games on learning the computer programs for design, how much knowledge they have in relation to the game sector, and whether they plan to work in the game sector after graduation. The acquired data will be analyzed according to the independent variables of gender and class level, and the findings will be compared. The target population of the study will comprise of 1st, 2nd, 3rd and 4th grade students who receive Graphic Design education at Gazi University and play games. As all the students will be included in the study, the target population will be studied and no sample selection will be carried out. The opinions of the Graphic Design students that play games will be acquired through a data collection questionnaire to be developed by the researcher. The capability of the questionnaire to collect valid and reliable data wil- be tested through necessary analyses. The acquired data will be analyzed through qualitative and quantitative data analysis methods.
机译:当今的大学生大部分时间都在与数字技术互动。他们与数字环境的深入互动也增加了他们对数字游戏的兴趣。图形设计是计算机尤其经常被用作数字环境的领域之一。计算机通过用于设计的各种软件元素为当今的图形设计师提供了极大的便利,并且为了能够创建良好的设计,需要有效使用计算机。包括声音,音乐,色彩,插图,动画和视频在内的数字游戏吸引了平面设计专业的学生的注意。这项研究的总体目标是确定学生在玩游戏或选择游戏时与其所在地区建立联系的程度,以发现他们的游戏习惯和选择对他们在插图,动画等课程中的表现的影响,版式和网页设计。除此以外,其他要检查的内容包括图形设计专业学生在游戏中学习设计计算机程序所面临的挑战的贡献,与游戏领域有关的知识量以及是否计划在游戏领域工作。毕业后进入游戏界。将根据性别和班级水平的独立变量对获取的数据进行分析,并对结果进行比较。研究的目标人群将包括1 st ,2 nd ,3 rd 和4 年级的学生在加济大学接受平面设计教育并玩游戏。由于将所有学生纳入研究范围,因此将研究目标人群,并且不会进行样本选择。平面设计专业学生玩游戏的意见将通过研究人员将要开发的数据收集调查表获得。问卷调查收集有效和可靠数据的能力将通过必要的分析进行测试。采集的数据将通过定性和定量数据分析方法进行分析。

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