ÖzAraştırmanın amacı, sınıf öğretmeni adaylarının dijital vatandaşlık düzeyleri ile siber zorbalık eğilimlerinin belirlenmesi; adayların dijital vatandaşlık düzeyleri ile siber zorbalık eğilimleri arasındaki ilişkinin ortaya konulmasıdır. Veri toplama aracı olarak; sınıf öğretmeni adaylarının dijital vatandaşlık düzeylerini belirlemek için İşman ve Güngören (2014) tarafından geliştirilen "Dijital Vatandaşlık Ölçeği" ve siber zorbalık eğilimlerini belirlemek için Türkoğlu (2013) tarafından geliştirilen "Siber Zorbalık Tutum Ölçeği" uygulanmıştır. Araştırma sonucunda, sınıf öğretmeni adaylarının dijital vatandaşlık düzeyleri ile siber zorbalık eğilimleri arasındaki ilişkiyi belirlemek üzere yapılan korelasyon analizinde, düşük düzeyde, pozitif yönlü ve anlamlı bir ilişki olduğu bulunmuştur (r= 0.333, p<.01).Anahtar Kelimeler: Dijital vatandaşlık; siber zorbalık; sanal zorbalık; öğretmen adayları.
THE INVESTIGATION OF THE RELATIONSHIP BETWEEN DIGITAL CITIZENSHIP LEVELS AND CYBER BULLYING TENDENCIES OF PROSPECTIVE PRIMARY SCHOOL TEACHERS AbstractThe main aim of this research is to identify digital citizenship levels and cyber bullying tendencies of prospective primary school teacher; and examining the correlation between their digital citizenship levels and cyber bullying tendencies. In order to identify prospective primary school teachers' digital citizenship levels Digital Citizenship Scale developed by İşman and Güngören (2014) and to identify their cyber bullying tendencies Cyber Bullying Attitude Scale developed by Türkoğlu (2013) were used as data collection instruments. At the end of the study correlation analysis was conducted to identify the correlation between digital citizenship levels and tendencies to cyber bullying of prospective primary school teachers and it was found that there was a statistically significant low level positive correlation between digital citizenship levels and tendencies to cyber bullying (r= 0.333, p<.01). Keywords: Digital citizenship, cyber bullying, virtual bullying, preservice teachers.
SummaryPrevalence of digital technologies day by day push forward individuals to be digital citizens. According to Vizenor (2013) digital citizenship is an individual's technology use for politic, social and communal activities; according to Farmer (2010) it means individuals who can classify electronic information and participate in digital environments effectively and can use the information he received both for social and personal development; according to Ribble and Bailey (2007) it is while using technology considering basic norms (situations that are accepted as rules that are established and congruent with laws) and act in accordance with them. When common points in definitions were examined digital citizen can be stated as individuals who use internet properly, regularly and effectively, participate in online environments effectively, and knows using information technologies ethically, legally and safely.
This study examines the tendencies of studies carried out using text mining methods under the title of "serious game". A query was run for the "serious game" keyword in the Web of Science search engine to acquire the data. The study included publications that were scanned in the SCI-EXPANDED, SSCI and A&HCI indices between 2007-2017. Information could be acquired for a total of 1431 publications. Firstly, the obtained data were cleansed of erroneous and unnecessary information by way of a pre-process. According to the data set cleansed of errors, the total number of common citations was 12701, number of citations per publication was 8.88, whereas h-index was determined as 51. Analyses were carried out by examining all "serious games" publications on the basis of: year, author, journal/symposium name, keywords, research areas and common citation parameters. According to the results, there was a continuous increase over time in the number of publications and citations. Even though "serious games" is a topic that is frequently studied in the field of education technology studies in fields such as psychology, health care sciences, environmental sciences, ecology, public environmental occupational health, rehabilitation, business economics and psychiatry shows that "serious game" is also a popular topic for studies in different disciplines.
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