Main Article Content
In today’s world, computer games have become social networks that are able to reach masses and virtually bring thousands of people together for a common purpose. Albeit thought as a tool of entertainment, computer games designed for educational purposes enable us to make it possible for individuals to attain certain habits through repetition. Objective of this work is to examine contribution of computer game-based learning to students’ motivation. In this sense, a world-wide famous game Lineage II, which was developed for the purpose of entertaining, has been used along Turkish courses for 10th and 11th grades. Following the application of the process, 30 students out of the 100 test subjects have randomly been chosen and asked to fill out a survey and give responses to a set of questions. The survey has been evaluated via frequency analysis and also responses given to the related questions have been considered. As a result of the work, it has been determined that the students were satisfied with the work, and that because the game chosen was war-themed, gender has caused an important variance. It has been made clear that, in general, students enjoyed the game-based learning environment, that they were less concerned, and that it has enhanced individual learning.