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Data were collected from 586 students (326 male, 260 female) at Bingöl University Physical Education and Sports Academy during the 2019–2020 academic year using the Digital Game Playing Motivation Scale and the Creative Problem Solving Inventory (CPSI). SPSS 22 analyses employed t-tests, Mann–Whitney U, one-way ANOVA, Kruskal–Wallis, and Pearson correlation to test group differences and relationships.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/relationship-between-digital-game-playing-motivation-and-problem-solving-skill-journal-article/592809/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/relationship-between-digital-game-playing-motivation-and-problem-solving-skill-journal-article/592809.png","ImageObject",300,407,{"name":92,"@type":93},"Marglet","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-29","2026-10-15",true,{"@type":102,"interactionType":103,"userInteractionCount":34},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"How many students participated, and what were their demographics?","Question",{"text":112,"@type":113},"A total of 586 university students participated, including 326 male and 260 female students, from Bingöl University during the 2019–2020 academic year.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"Which instruments were used to measure motivation and problem solving?",{"text":117,"@type":113},"The study used the Digital Game Playing Motivation Scale and the Creative Problem Solving Inventory (CPSI) to obtain the required data.",{"name":119,"@type":110,"acceptedAnswer":120},"What statistical methods were applied to analyze the data?",{"text":121,"@type":113},"Independent Sample T-test and Mann–Whitney U were used for binary comparisons, one-way ANOVA for multiple comparisons, Kruskal–Wallis for abnormally distributed data, and Pearson correlation to assess the relationship between variables.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},592809,1792160867,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":34,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":29,"language":139,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":140,"faqs":141,"seo_title":142,"seo_description":67,"update_tm":143,"read_time":144,"preview_page_count":4},2336477982702,"https://ap-avatar.wpscdn.com/davatar_9964176cb1d06d4a9deccf72a44ae3dc","Asian Journal of Education and Training  \nVol. 6, No. 2, 196-201, 2020 ISSN(E) 2519-5387  \nDOI: 10.20448/journal.522.2020.62.196.201  \n© 2020 by the authors; licensee Asian Online Journal Publishing Group  \nRelationship between Digital Game Playing Motivation and Problem Solving Skill  \nEnes BELTEKİN1 􀀣   \nİhsan KUYULU2   \n1,2Physical Education and Sport School, Bingol University, Turkey.  \n(􀀣 Corresponding Author)  \nAbstract  \nThe 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.  \nKeywords: Digital game, Problem solving, Motivation, Sport.  \nCitation | Enes BELTEKİN; İhsan KUYULU (2020) . Relationship between Digital Game Playing Motivation and Problem Solving Skill. Asian Journal of Education and Training, 6(2): 196-201. History:  \nReceived: 24 December 2019  \nRevised: 6 February 2020  \nAccepted: 12 March 2020  \nPublished: 3 April 2020  \nLicensed: This work is licensed under a Creative Commons Attribution 3.0 License   \nPublisher: Asian Online Journal Publishing Group  \nAcknowledgement: Both authors contributed to the conception and design of the study.  \nFunding: This study received no specific financial support.  \nCompeting Interests: The authors declare that they have no conflict of interests.  \nTransparency: The authors confirm that the manuscript is an honest, accurate, and transparent account of the study was reported; that no vital features of the study have been omitted; and that any discrepancies from the study as planned have been explained.  \nEthical: This study follows all ethical practices during writing.  \nContents  \n1. Introduction .................................................................................................................................................................................... 197  \n2. Material-Method.......................................................................................................................................................................... 197  \n4. Discussion and Result ................................................................................................................................................................... 200  \nReferences ............................................................................................................................................................................................ 201  \nContribution of this paper to the literature  \nThis study helps to reveal the relationship between digital game playing behavior an","cbCaidEkKXp5N160","https://ap.wps.com/l/cbCaidEkKXp5N160","pdf",647146,"English","# Introduction\n# Material and Method\n# Discussion and Result\n# References","[{\"question\":\"How many students participated, and what were their demographics?\",\"answer\":\"A total of 586 university students participated, including 326 male and 260 female students, from Bingöl University during the 2019–2020 academic year.\"},{\"question\":\"Which instruments were used to measure motivation and problem solving?\",\"answer\":\"The study used the Digital Game Playing Motivation Scale and the Creative Problem Solving Inventory (CPSI) to obtain the required data.\"},{\"question\":\"What statistical methods were applied to analyze the data?\",\"answer\":\"Independent Sample T-test and Mann–Whitney U were used for binary comparisons, one-way ANOVA for multiple comparisons, Kruskal–Wallis for abnormally distributed data, and Pearson correlation to assess the relationship between variables.\"}]","Relationship between Digital Game Playing Motivation and Problem Solving Skill - Journal Article | PDF",1792075704,15]