BibTex RIS Kaynak Göster

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Yıl 2015, Cilt: 1 Sayı: 2, 82 - 101, 10.08.2015

Öz

Rapid changes in technology diversify ways of accessing information. Access to information from anywhere and at anytime can be achieved with mobile technologies. Every day new features of mobile technologies are offered to users. The healthcare is also affected by developing and innovating technology. Developing mobile technologies in the healthcare is expanding day by day. Patients can be offered different treatment opportunies with improved m-health practices and applications may have strong enough improve the quality of life of patients. One of the emerging trends in m-Health applications is gamification. Healthcare is offered in virtual environment with gamification. In gamification, users can track their own health through awarding. This study will refer to the use of mobile technology in healthcare and the provision of healthcare will be addresssed through gamification

Kaynakça

  • Bandura, A. (1998). Health promotion from the perspective of social cognitive theory. Psychology and health, 13(4), 623-649. Bogost, I. (2011, August 8). Gamification is bullshit. Ian Bogost. http://www.bogost.com/blog/gamification_is_bullshit.shtml. Erişim tarihi: 15.01.2015
  • Bozkurt, A., ve Genç Kumtepe, E. (2014, Şubat). Oyunlaştırma, oyun felsefesi ve eğitim: Gamification. Akademik Bilişim 14 Konferansı, Mersin.
  • Change Talk (2014). Childhood obesity and overweight. https://itunes.apple.com/us/app/change- talk-childhood-obesity/id821851796?mt=8 Erişim Tarihi: 15.01.2015 Comstock, J. (2014). Report: Health app market has a few big winners. http://mobihealthnews.com/33336/report-health-app-market-has-a-few-big-winners/ Erişim tarihi: 12.02.2015
  • Deci, E., Connell, J., & Ryan, R. (1989). Selfdetermination in a work organization. Journal of Applied Psychology, 74(4), 580-590.
  • http://selfdeterminationtheory.org/SDT/documents/1989_DeciConnellRyan.pdf Erişim Tarihi: 10.03.2015
  • Deci, E. L., & Ryan, R. M. (2011). Self-determination theory. Handbook of Theories of Social Psychology, 1, 416-433. Deloitte (2012). Gamification: gaming gets serious. Tech Trends 2012, http://www.mediabuzz.com.sg/asian-emarketing/game-based-marketing/1678-tech-trends- 2012-gaming-gets-serious.
  • Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May). Gamification: Using game-design elements in non-gaming contexts. In CHI'11 Extended Abstracts on Human Factors in Computing Systems (pp. 2425-2428), ACM.
  • Dewey, J. (1998). Experience and education: The 60th Anniversary Edition. West Lafayette, IN: Kappa Delta Pi.
  • El-Khuffash,A. (2012). Gamification. Erişim Tarihi: 25.02.2014:
  • http://www.el-khuffash.com/gamification/gamification_report.pdf
  • Fogg, B. J. (2009). A behavior model for persuasive design. In Proceedings of the 4th International Conference on Persuasive Technology (p. 40). ACM.
  • Greenspun, H., & Coughlin, S. (2012). mHealth in an mWorld: How mobile technology is transforming health care. Deloitte Center for Health Solutions.
  • Jahns, R. G. (2013). The market for mHealth app services will reach $26 billion by 2017. research2guidance. March 7, 2013. http://research2guidance.com/the-market-for-mhealth- app-services-will-reach-26-billion-by-2017/ Erişim Tarihi: 12.02.2015
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. New York, NY: John Wiley & Sons.
  • Kolb, D. A. (1984). Experiential learning: Experiences as the source of learning and development. Englewood Cliffs, N.J.:Prentice-Hall.
  • Kukulska-Hulme, A., & Traxler, J. (Eds.). (2005). Mobile learning: A handbook for educators and trainers. London, UK: Routledge.
  • Kukulska-Hulme, A., & Traxler, J. (2007). Designing for mobile and wireless learning. In H. Beethama and R. Sharpe (eds.), Rethinking Pedagogy for a Digital Age: Designing and Delivering E-Learning (pp. 180-192). London, UK: Routledge.
  • Marczewski, A. (2014). Differences between gamification and games. Gamified UK - Thoughts on Gamification and More.
  • http://www.gamified.co.uk/gamification
  • framework/differences-between-gamification-and-games Erişim Tarihi: 17.02.2015
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. London, UK: Penguin.
  • Mayrsohn, B., & Khalil, G. E. (2014). Mobile games for health. mhealth innovation. Best Practices from the Mobile Frontier, 85-94.
  • O'Malley, C., Vavoula, G., Glew, J., Taylor, J., Sharples, M., Lefrere, P., & Waycott, J. (2003). Guidelines for learning/teaching/tutoring in a mobile environment. Erişim Tarihi: 20.11.2014.
  • Ozan, Ö. (2013). Bağlantıcı (Connectivist) mobil öğrenme ortamlarında yönlendirici destek (scaffolding). Yayınlanmamış doktora tezi. Eskişehir: Anadolu Üniversitesi.
  • Özdamar Keskin, N., (2010). Akıllı telefonlar ve tablet cihazlar için geliştirilen mobil sağlık uygulamalarına genel bakış. İçinde T. V. Yüzer, G. T. Yamamoto, ve U. Demiray Türkiye’de e-Öğrenme: Gelişmeler ve Uygulamalar IV (ss. 243-261). Eskişehir: Anadolu Üniversitesi.
  • Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Boston, MA: MIT.
  • Satish, A. (2014). A true gamification app, shows great results in ımproving diabetics medical adherence and health outcome. http://pharmaceuticalintelligence.com/2014/06/17/can- mobile-health-apps-improve-oral-chemotherapy-adherence-the-benefit-of-gamification/ Erişim Tarihi: 12.03.2015
  • Strickland, E. (2014). Start-up profile: akili diagnoses alzheimer’s with a game. http://spectrum.ieee.org/at-work/start-ups/startup-profile-akili-diagnoses-alzheimers-with- a-game Erişim tarihi: 14.03.2015
  • TED2010 (2010, Mart). Jane mcgonigal: gaming can make a better world [video file]. Erişim tarihi: 14.03.2015 http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
  • Traxler, J. (2005, Haziran). Defining mobile learning. In IADIS International Conference Mobile Learning (pp. 251-266). Suomen kuntaliitto.
  • Tuhta, O. (2015) Sağlığın oyunlaştırmayla imtihanı http://www.tekdozdijital.com/sagligin- oyunlastirmayla-imtihani.html Erişim Tarihi: 12.01.2015 Varshneya, R., (2013). 6 techniques to effectively gamify a mobile app. http://www.entrepreneur.com/article/237891 Erişim Tarihi: 12.01.2015.
  • Vendler, B., (2013). Gamification–beyond the buzzword. In T. Kleisz and D. Kovács (eds.), Insights into the cultural heritage Landscape (pp. 34-39). Pécs, Hungary : University of Pécs, Faculty of Adult Education and Human Resource Development.
  • Werbach K., & Hunter D. (2012). For the win: How game thinking can revolutionize your business. The Wharton School of the University of Pennsylvania, PA: Wharton Digital.
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Newton, MA: O'Reilly Media.
  • Zicherman, G., & Linder, J. (2010). Game-based marketing: Inspire customer loyalty through rewards, challenges, and contests. New York, NY: John Wiley & Sons.
  • Xu, Y. (2011). Literature review on web application gamification and analytics. 11-05, Honolulu, HI,

Mobil sağlık hizmetlerinde oyunlaştırma

Yıl 2015, Cilt: 1 Sayı: 2, 82 - 101, 10.08.2015

Öz

Teknoloji, insan yaşamının bir parçası hâline gelmiştir. Teknolojideki hızlı değişim bilgiye ulaşım yollarını da çeşitlendirmektedir. Bilgiye her yerden ve her an erişim mobil teknolojiler ile sağlanabilmektedir. Her geçen gün mobil teknolojilerin yeni özellikleri de kullanıcılara sunulmaktadır. Sağlık sektörü de gelişen ve yenilenen teknolojiden etkilenmektedir. Gelişen mobil teknolojiler sağlık sektöründe gün geçtikçe yaygınlaşmaktadır. Geliştirilen m-sağlık uygulamalarıyla hastalara farklı tedavi olanakları sunulabilmekte ve uygulamalar hastaların yaşam kalitelini artıracak güce sahip olabilmektedir. m-Sağlık uygulamalarında yükselen eğilimlerden biri oyunlaştırmadır. Oyunlaştırma ile kullanıcıya sanal ortamda sağlık hizmetleri sunulabilmektedir. Oyunlaştırmada kullanıcıların ödüllendirme yoluyla sağlıklarını takip etmeleri sağlanır. Bu çalışmada mobil teknolojilerin sağlık hizmetlerinde kullanımına değinilecek ve oyunlaştırma yoluyla sağlık hizmetlerinin nasıl sunulduğu ele alınacaktır.

Kaynakça

  • Bandura, A. (1998). Health promotion from the perspective of social cognitive theory. Psychology and health, 13(4), 623-649. Bogost, I. (2011, August 8). Gamification is bullshit. Ian Bogost. http://www.bogost.com/blog/gamification_is_bullshit.shtml. Erişim tarihi: 15.01.2015
  • Bozkurt, A., ve Genç Kumtepe, E. (2014, Şubat). Oyunlaştırma, oyun felsefesi ve eğitim: Gamification. Akademik Bilişim 14 Konferansı, Mersin.
  • Change Talk (2014). Childhood obesity and overweight. https://itunes.apple.com/us/app/change- talk-childhood-obesity/id821851796?mt=8 Erişim Tarihi: 15.01.2015 Comstock, J. (2014). Report: Health app market has a few big winners. http://mobihealthnews.com/33336/report-health-app-market-has-a-few-big-winners/ Erişim tarihi: 12.02.2015
  • Deci, E., Connell, J., & Ryan, R. (1989). Selfdetermination in a work organization. Journal of Applied Psychology, 74(4), 580-590.
  • http://selfdeterminationtheory.org/SDT/documents/1989_DeciConnellRyan.pdf Erişim Tarihi: 10.03.2015
  • Deci, E. L., & Ryan, R. M. (2011). Self-determination theory. Handbook of Theories of Social Psychology, 1, 416-433. Deloitte (2012). Gamification: gaming gets serious. Tech Trends 2012, http://www.mediabuzz.com.sg/asian-emarketing/game-based-marketing/1678-tech-trends- 2012-gaming-gets-serious.
  • Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May). Gamification: Using game-design elements in non-gaming contexts. In CHI'11 Extended Abstracts on Human Factors in Computing Systems (pp. 2425-2428), ACM.
  • Dewey, J. (1998). Experience and education: The 60th Anniversary Edition. West Lafayette, IN: Kappa Delta Pi.
  • El-Khuffash,A. (2012). Gamification. Erişim Tarihi: 25.02.2014:
  • http://www.el-khuffash.com/gamification/gamification_report.pdf
  • Fogg, B. J. (2009). A behavior model for persuasive design. In Proceedings of the 4th International Conference on Persuasive Technology (p. 40). ACM.
  • Greenspun, H., & Coughlin, S. (2012). mHealth in an mWorld: How mobile technology is transforming health care. Deloitte Center for Health Solutions.
  • Jahns, R. G. (2013). The market for mHealth app services will reach $26 billion by 2017. research2guidance. March 7, 2013. http://research2guidance.com/the-market-for-mhealth- app-services-will-reach-26-billion-by-2017/ Erişim Tarihi: 12.02.2015
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. New York, NY: John Wiley & Sons.
  • Kolb, D. A. (1984). Experiential learning: Experiences as the source of learning and development. Englewood Cliffs, N.J.:Prentice-Hall.
  • Kukulska-Hulme, A., & Traxler, J. (Eds.). (2005). Mobile learning: A handbook for educators and trainers. London, UK: Routledge.
  • Kukulska-Hulme, A., & Traxler, J. (2007). Designing for mobile and wireless learning. In H. Beethama and R. Sharpe (eds.), Rethinking Pedagogy for a Digital Age: Designing and Delivering E-Learning (pp. 180-192). London, UK: Routledge.
  • Marczewski, A. (2014). Differences between gamification and games. Gamified UK - Thoughts on Gamification and More.
  • http://www.gamified.co.uk/gamification
  • framework/differences-between-gamification-and-games Erişim Tarihi: 17.02.2015
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. London, UK: Penguin.
  • Mayrsohn, B., & Khalil, G. E. (2014). Mobile games for health. mhealth innovation. Best Practices from the Mobile Frontier, 85-94.
  • O'Malley, C., Vavoula, G., Glew, J., Taylor, J., Sharples, M., Lefrere, P., & Waycott, J. (2003). Guidelines for learning/teaching/tutoring in a mobile environment. Erişim Tarihi: 20.11.2014.
  • Ozan, Ö. (2013). Bağlantıcı (Connectivist) mobil öğrenme ortamlarında yönlendirici destek (scaffolding). Yayınlanmamış doktora tezi. Eskişehir: Anadolu Üniversitesi.
  • Özdamar Keskin, N., (2010). Akıllı telefonlar ve tablet cihazlar için geliştirilen mobil sağlık uygulamalarına genel bakış. İçinde T. V. Yüzer, G. T. Yamamoto, ve U. Demiray Türkiye’de e-Öğrenme: Gelişmeler ve Uygulamalar IV (ss. 243-261). Eskişehir: Anadolu Üniversitesi.
  • Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Boston, MA: MIT.
  • Satish, A. (2014). A true gamification app, shows great results in ımproving diabetics medical adherence and health outcome. http://pharmaceuticalintelligence.com/2014/06/17/can- mobile-health-apps-improve-oral-chemotherapy-adherence-the-benefit-of-gamification/ Erişim Tarihi: 12.03.2015
  • Strickland, E. (2014). Start-up profile: akili diagnoses alzheimer’s with a game. http://spectrum.ieee.org/at-work/start-ups/startup-profile-akili-diagnoses-alzheimers-with- a-game Erişim tarihi: 14.03.2015
  • TED2010 (2010, Mart). Jane mcgonigal: gaming can make a better world [video file]. Erişim tarihi: 14.03.2015 http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
  • Traxler, J. (2005, Haziran). Defining mobile learning. In IADIS International Conference Mobile Learning (pp. 251-266). Suomen kuntaliitto.
  • Tuhta, O. (2015) Sağlığın oyunlaştırmayla imtihanı http://www.tekdozdijital.com/sagligin- oyunlastirmayla-imtihani.html Erişim Tarihi: 12.01.2015 Varshneya, R., (2013). 6 techniques to effectively gamify a mobile app. http://www.entrepreneur.com/article/237891 Erişim Tarihi: 12.01.2015.
  • Vendler, B., (2013). Gamification–beyond the buzzword. In T. Kleisz and D. Kovács (eds.), Insights into the cultural heritage Landscape (pp. 34-39). Pécs, Hungary : University of Pécs, Faculty of Adult Education and Human Resource Development.
  • Werbach K., & Hunter D. (2012). For the win: How game thinking can revolutionize your business. The Wharton School of the University of Pennsylvania, PA: Wharton Digital.
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Newton, MA: O'Reilly Media.
  • Zicherman, G., & Linder, J. (2010). Game-based marketing: Inspire customer loyalty through rewards, challenges, and contests. New York, NY: John Wiley & Sons.
  • Xu, Y. (2011). Literature review on web application gamification and analytics. 11-05, Honolulu, HI,
Toplam 36 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Öğr. Gör. Emel Güler Bu kişi benim

Yayımlanma Tarihi 10 Ağustos 2015
Yayımlandığı Sayı Yıl 2015 Cilt: 1 Sayı: 2

Kaynak Göster

APA Güler, Ö. G. E. (2015). Mobil sağlık hizmetlerinde oyunlaştırma. Açıköğretim Uygulamaları Ve Araştırmaları Dergisi, 1(2), 82-101.