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Mental Rotation Ability and Computer Game Experience

Mental Rotation Ability and Computer Game Experience

Zeynep Gecu, Kursat Cagiltay
Copyright: © 2015 |Volume: 5 |Issue: 4 |Pages: 12
ISSN: 2155-6849|EISSN: 2155-6857|EISBN13: 9781466679443|DOI: 10.4018/IJGBL.2015100102
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MLA

Gecu, Zeynep, and Kursat Cagiltay. "Mental Rotation Ability and Computer Game Experience." IJGBL vol.5, no.4 2015: pp.15-26. http://doi.org/10.4018/IJGBL.2015100102

APA

Gecu, Z. & Cagiltay, K. (2015). Mental Rotation Ability and Computer Game Experience. International Journal of Game-Based Learning (IJGBL), 5(4), 15-26. http://doi.org/10.4018/IJGBL.2015100102

Chicago

Gecu, Zeynep, and Kursat Cagiltay. "Mental Rotation Ability and Computer Game Experience," International Journal of Game-Based Learning (IJGBL) 5, no.4: 15-26. http://doi.org/10.4018/IJGBL.2015100102

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Abstract

Computer games, which are currently very popular among students, can affect different cognitive abilities. The purpose of the present study is to examine undergraduate students' experiences and preferences in playing computer games as well as their mental rotation abilities. A total of 163 undergraduate students participated. The results showed a significant difference between students' mental rotation abilities in terms of their experiences and preferences in playing computer games. Moreover, 2D or 3D computer game preference was shown to be dependent on gender. This study also explores the quantity of time spent by undergraduate students playing computer games.

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