@article{BELTEKİN_KUYULU_2020, title={Relationship between Digital Game Playing Motivation and Problem Solving Skill}, volume={6}, url={http://asianonlinejournals.com/index.php/EDU/article/view/1468}, DOI={10.20448/journal.522.2020.62.196.201}, abstractNote={<p>The study was performed to examine university students’ digital game playing motivation and problem solving skill levels. The research group consists of totally 586 students, 326 male and 260 female study at Bingöl University Physical Education and Sports Academy (PESA), Faculty of Arts and Sciences, and Faculty of Engineering and Architecture during the 2019-2020 academic year. "Digital Game Playing Motivation Scale" and "Creative Problem Solving Inventory (CPSI)" were used to obtain data for the purpose of the research. The students participating in the study were asked personal information questions regarding their demographic characteristics. The study was carried out in SPSS 22 statistical package program and the degree of significance was taken as 0.05. Independent Sample T (Independent Sample) and Mann Whitney-Utest in binary comparisons, One-Way Variance Analysis (One Way Anova) in multiple comparisons and Kruskal Wallis Analysis in abnormally distributed data, and correlation (Pearson) test to determine the relationship between variables. According to the responses given by the students who participated in the study, there was a significant difference between the groups in terms of gender, faculty and the daily game play time variables on the digital platform, while there was no significant difference between the groups in problem solving skills. According to the results of the correlation analysis, a low level of significant correlation was found between students’ digital game playing motivation and problem solving skill levels.</p>}, number={2}, journal={Asian Journal of Education and Training}, author={BELTEKİN, Enes and KUYULU, İhsan}, year={2020}, month={Apr.}, pages={196–201} }