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Ilker Soytürk

Datos Biográficos

ID4448825
NOMBREIlker Soytürk
NOMBRESIlker
APELLIDOSoytürk
FIRMASOYTÜRK I
AFILIACIONESKent State University
ORCID0000-0001-7968-6655
VERIFICADOSí
TOTAL DE OBRAS8
TOTAL DE CITAS3
TOTAL COMO AUTOR8
TOTAL COMO EDITOR0
PRIMER AÑO DE PUBLICACIÓN2021
AÑO MÁS RECIENTE DE PUBLICACIÓN2026
ÍNDICE H1
  • Measuring presence in virtual world teacher education

    Open Access•Enrico Gandolfi, Ilker Soytürk et al.•ARTICLE•Educational Technology Research…•2026

    Extended reality technologies are increasingly used in teacher education. For instance, innovations like 360 videos and virtual reality have been shown to be effective in improving future educators’ noticing, self-efficacy, and sense of presence, particularly in simulations of real classrooms. However, little is known about how presence is experienced in immersive recordings of educational gaming environments (i.e., Minecraft or Roblox ). This st…

  • Problematic Gaming Beyond Video Games—Exploring the Internet Gaming Disorder Scale-Short Form With “Analog” Players and the Mediating Role of Gamer Identification

    Open Access•Enrico Gandolfi, Ilker Soytürk et al.•ARTICLE•International Journal of Mental…•2026

    Video gaming is a widespread practice among young adults, and it is becoming increasingly social. Analog games are affected by this trend as well; social platforms like Reddit host many communities about these playing practices. However, while the impact of online digital gaming on players’ mental health is well explored, this relationship has been overlooked in the context of analog play. This article addresses this gap by validating through a R…

  • Development of an Instrument for Evaluating Action Video Game Elements

    Open Access•Elena Novak, Ilker Soytürk•ARTICLE•Simulation & Gaming•2025

    Background Studies on the impact of videogame play on the brain and behavior demonstrates potential benefits of playing action video games (AVGs) for cognitive enhancements. However, it is becoming increasingly challenging to distinguish between AVGs and non-AVGs due to the emergence of new video game genres and platforms that incorporate action elements in historically non-action genres. Thus, more research is needed to understand AVG mechanics.…

  • Reassessing the smartphone addiction scale

    Open Access•Jian Li, Ahlam Alghamdi et al.•ARTICLE•Computers in Human Behavior•2023

  • An exploration of why gaming communities may make younger and non-normative gamers vulnerable to Internet Gaming Disorder

    Open Access•Enrico Gandolfi, Richard E Ferdig et al.•ARTICLE•New Media & Society•2023•Referencias: 5

    Existing literature has primarily evaluated how exposure to video game content impacts social and behavioral functioning. However, the parameters of video game engagement have expanded with multiplayer online gaming, live streaming, and community discussion on social media platforms. This study sought to examine how participation in online gaming communities is associated with problematic gaming behaviors and symptoms of Internet gaming disorder …

  • Development of the science teaching anxiety scale for preservice elementary teachers

    Open Access•Elena Novak, Ilker Soytürk et al.•ARTICLE•Science Education•2022

    Science teaching anxiety is negative emotion that inhibits a teacher's ability to start, proceed, or finish a science teaching task. Despite its detrimental effects on teachers' science teaching quality and practices, there is limited research on science teaching anxiety. To advance research in this area, there is a need for a psychometrically sound instrument assessing teachers' science teaching anxiety. This study presents the development and p…

  • Frustration in technology‐rich learning environments

    Open Access•Elena Novak, Kerrie McDaniel et al.•ARTICLE•British Journal of Educational…•2022

    e‐Textbooks and e‐learning technologies have become ubiquitous in college and university courses as faculty seek out ways to provide more engaging, flexible and customizable learning opportunities for students. However, the same technologies that support learning can serve as a source of frustration. Research on frustration with technology is limited, especially in educational settings. This study examined student frustration with e‐textbooks and…

  • Exploring the learning potential of online gaming communities

    Open Access•Enrico Gandolfi, Richard E Ferdig et al.•ARTICLE•New Media & Society•2021•Citada por: 3

    Online gaming is becoming increasingly social and interconnected. Millions of players learn from each other in game-related communities on platforms like Reddit and Twitch.tv. However, few studies have been conducted to examine socially constructed learning in such environments. The purpose of this study was to explore learning in game-related communities using the Game Community of Inquiry Scale (GCoIS). GCoIS is a validated instrument inspired …

  • Exploring the learning potential of online gaming communities

    Open Access•Enrico Gandolfi, Richard E Ferdig et al.•ARTICLE•New Media & Society•2021•Citada por: 3

    Online gaming is becoming increasingly social and interconnected. Millions of players learn from each other in game-related communities on platforms like Reddit and Twitch.tv. However, few studies have been conducted to examine socially constructed learning in such environments. The purpose of this study was to explore learning in game-related communities using the Game Community of Inquiry Scale (GCoIS). GCoIS is a validated instrument inspired …

  • Exploring the learning potential of online gaming communities

    Open Access•Enrico Gandolfi, Richard E Ferdig et al.•ARTICLE•New Media & Society•2021•Citada por: 3

    Online gaming is becoming increasingly social and interconnected. Millions of players learn from each other in game-related communities on platforms like Reddit and Twitch.tv. However, few studies have been conducted to examine socially constructed learning in such environments. The purpose of this study was to explore learning in game-related communities using the Game Community of Inquiry Scale (GCoIS). GCoIS is a validated instrument inspired …

  • Development of the science teaching anxiety scale for preservice elementary teachers

    Open Access•Elena Novak, Ilker Soytürk et al.•ARTICLE•Science Education•2022

    Science teaching anxiety is negative emotion that inhibits a teacher's ability to start, proceed, or finish a science teaching task. Despite its detrimental effects on teachers' science teaching quality and practices, there is limited research on science teaching anxiety. To advance research in this area, there is a need for a psychometrically sound instrument assessing teachers' science teaching anxiety. This study presents the development and p…

  • Frustration in technology‐rich learning environments

    Open Access•Elena Novak, Kerrie McDaniel et al.•ARTICLE•British Journal of Educational…•2022

    e‐Textbooks and e‐learning technologies have become ubiquitous in college and university courses as faculty seek out ways to provide more engaging, flexible and customizable learning opportunities for students. However, the same technologies that support learning can serve as a source of frustration. Research on frustration with technology is limited, especially in educational settings. This study examined student frustration with e‐textbooks and…

  • Reassessing the smartphone addiction scale

    Open Access•Jian Li, Ahlam Alghamdi et al.•ARTICLE•Computers in Human Behavior•2023

  • An exploration of why gaming communities may make younger and non-normative gamers vulnerable to Internet Gaming Disorder

    Open Access•Enrico Gandolfi, Richard E Ferdig et al.•ARTICLE•New Media & Society•2023•Referencias: 5

    Existing literature has primarily evaluated how exposure to video game content impacts social and behavioral functioning. However, the parameters of video game engagement have expanded with multiplayer online gaming, live streaming, and community discussion on social media platforms. This study sought to examine how participation in online gaming communities is associated with problematic gaming behaviors and symptoms of Internet gaming disorder …

  • Development of an Instrument for Evaluating Action Video Game Elements

    Open Access•Elena Novak, Ilker Soytürk•ARTICLE•Simulation & Gaming•2025

    Background Studies on the impact of videogame play on the brain and behavior demonstrates potential benefits of playing action video games (AVGs) for cognitive enhancements. However, it is becoming increasingly challenging to distinguish between AVGs and non-AVGs due to the emergence of new video game genres and platforms that incorporate action elements in historically non-action genres. Thus, more research is needed to understand AVG mechanics.…

  • Measuring presence in virtual world teacher education

    Open Access•Enrico Gandolfi, Ilker Soytürk et al.•ARTICLE•Educational Technology Research…•2026

    Extended reality technologies are increasingly used in teacher education. For instance, innovations like 360 videos and virtual reality have been shown to be effective in improving future educators’ noticing, self-efficacy, and sense of presence, particularly in simulations of real classrooms. However, little is known about how presence is experienced in immersive recordings of educational gaming environments (i.e., Minecraft or Roblox ). This st…

  • Problematic Gaming Beyond Video Games—Exploring the Internet Gaming Disorder Scale-Short Form With “Analog” Players and the Mediating Role of Gamer Identification

    Open Access•Enrico Gandolfi, Ilker Soytürk et al.•ARTICLE•International Journal of Mental…•2026

    Video gaming is a widespread practice among young adults, and it is becoming increasingly social. Analog games are affected by this trend as well; social platforms like Reddit host many communities about these playing practices. However, while the impact of online digital gaming on players’ mental health is well explored, this relationship has been overlooked in the context of analog play. This article addresses this gap by validating through a R…

Psychology (6 obras) · Computer Science (4 obras) · Impact of Technology on Adolescents (4 obras) · Social Psychology (4 obras) · Applied Psychology (3 obras) · Digital Games and Media (3 obras) · Educational Games and Gamification (3 obras) · Geography (3 obras) · Attractiveness (2 obras) · Developmental psychology (2 obras)

Ethnos_APP • Proyecto Open Source • Licencia MIT • Frontend v2.0.0 • Privacidad y Cookies • Documentación de la API: api.ethnos.app/docs • Código de la API: GitHub • DOI: 10.5281/zenodo.17049435 • Código del Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae