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Bilgisayar Oyunlarının Öğrenci Güdülenmesine Etkisi

Year 2013, Volume: 2 Issue: 1, 71 - 86, 25.01.2013

Abstract

Bu çalışmada bilgisayar oyunlarının öğrenci güdülenmesine olan etkileri araştırılmıştır. Bu amaçla, ilköğretim beşinci sınıf fen ve teknoloji dersi; fotosentez, vitaminler, proteinler-karbonhidratlar-yağlar konularını kapsayan bir bilgisayar oyunu hazırlanmıştır. Bilgisayar oyun TombRaider 4 oyun motoru kullanılarak, ilköğretim biyoloji öğretmenleriyle işbirliği yapılarak hazırlanmıştır.

Veriler üç ayrı okuldan, 71 ilköğretim beşinci sınıf öğrencisinden toplanmıştır. Öğrencilerden bir ders süresince oyunu oynadıktan sonra, sersin son on dakikasında, oyunun öğretim materyali olarak güdüleme etkisi ölçmek için, Öğretim Materyalleri Güdülenme Ölçeğini (ÖMGÖ) doldurmaları istenmiştir.

Bu çalışmada, cinsiyetin, haftalık bilgisayar kullanım süresinin ve haftalık bilgisayar oyunları oynama süresinin, eğitsel bilgisayar oyunlarına yönelik öğrenci güdülenmesine olan etkisini değiştirmediği saptanmıştır.

References

  • Alessi, S. M., & Trollip, S. R. (2001).Multimedia for learning: Methods and Development (third ed.). Needham Heights, Massachusetts: Allyn & Bacon.
  • Balaban-Salı, J. (2004). ÖğrenmedeGüdülenme. In EğitimdeBireyselFarklılıklar (167-197) Ankara: Nobel Yayınları
  • Chou, C., & Tsai, M.-J. (2007). Gender differences in Taiwan high school students’ computer game playing. Computers in Human Behavior, 23,812–824.
  • Connolly, T. M., Boyle, E., & Hainey, T. (2007). A survey of students’ motivations for playing computer games: a comparative analysis. In Proceedings of the 1st European conference on games-based learning (ECGBL),25–26 October 2007, Paisley, Scotland.
  • Connolly, T. M., Boyle, E. a., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686. doi:1016/j.compedu.2012.03.004
  • Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience. New York: HarperPerennial.
  • Crawford, C.(1984) Art of computer game design. McGraw-Hill, Osborne
  • Denis, G. &Jouvelot P. (2005). Motivation-Driven Educational Game Design: Applying Best Practices to Music Education.
  • Garris, R., Ahlers, R., &Driskell, J. E.(2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
  • Gredler, M.E. (1994). Designing and evaluating games and simulations: a process approach. Houston: Gulf Pub. Co. Karakus, T., Inal, Y., & Cagiltay, K. (2008). A descriptive study of Turkish high school students’ game-playing characteristics and their considerations concerning the effects of games. Computers in Human Behavior, 24(6), 2520–2529.
  • Keller, J.M. (1987a). Development and use of the ARCS model of instructional design. Journal of Instructional Development, 10(3), 2-10.
  • Keller, J.M. (1987b). The systematicprocess of motivational design. Performance Instruction,26(9), 1-8
  • Keller, J. M. (1993). Manual for Instructional Materials Motivational Survey (IMMS). Tallahassee, FL.
  • Kirriemuir, J. & McFarlane, A. (2004).Literature review in games and learning. Report No. 8, NESTA Future Lab Series. http://www.nestafuturelab.org/research/lit_reviews.htm. Retrieved September 11, 2006
  • Malone, T. (1981).Toward a theory ofintrinsically motivating instruction.Cognitive Science, 5(4), 333-369.
  • Malone, T. W., &Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning, and instruction: Vol. 3. Conative and affective process analysis (pp. 223-253). Hillsdale, NJ: Erlbaum.
  • Maslow, A. H. (1970). Motivation and Personality, (2nd. ed.), New York, Harper & Row.
  • McFarlane, A., Sparrowhawk, A. &Heald Y. (2002). Report on the educational use of computer games. Teachers Evaluating Educational Multimedia report. http://www.teem.org.uk/resources/teem_gamesined_full.p df27/11/03. Retrieved September 11, 2009.
  • Prensky, M. (2001).Digital Game-Based Learning. New York, NY: McGraw-Hill.
  • Schleiner, A.M. “Does Lara Croft WearFake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games”, Leonardo: 2001 (v34 no3): 221-6.
  • Wlodkowski, R. (1999). Enhancing adult motivation to learn.( Rev. ed.) San Francisco: Jossey-Bass
  • Yang, Y.-T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation. Computers & Education, 59(2), 365–377. doi:1016/j.compedu.2012.01.012
  • The Impact of Computer Games on Students’ Motivation Memet Üçgül *† Middle East Technical University, Turkey Received: 25.01.2013 - Revised: 28.02.2013 - Accepted: 06.03.2013
Year 2013, Volume: 2 Issue: 1, 71 - 86, 25.01.2013

Abstract

References

  • Alessi, S. M., & Trollip, S. R. (2001).Multimedia for learning: Methods and Development (third ed.). Needham Heights, Massachusetts: Allyn & Bacon.
  • Balaban-Salı, J. (2004). ÖğrenmedeGüdülenme. In EğitimdeBireyselFarklılıklar (167-197) Ankara: Nobel Yayınları
  • Chou, C., & Tsai, M.-J. (2007). Gender differences in Taiwan high school students’ computer game playing. Computers in Human Behavior, 23,812–824.
  • Connolly, T. M., Boyle, E., & Hainey, T. (2007). A survey of students’ motivations for playing computer games: a comparative analysis. In Proceedings of the 1st European conference on games-based learning (ECGBL),25–26 October 2007, Paisley, Scotland.
  • Connolly, T. M., Boyle, E. a., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686. doi:1016/j.compedu.2012.03.004
  • Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience. New York: HarperPerennial.
  • Crawford, C.(1984) Art of computer game design. McGraw-Hill, Osborne
  • Denis, G. &Jouvelot P. (2005). Motivation-Driven Educational Game Design: Applying Best Practices to Music Education.
  • Garris, R., Ahlers, R., &Driskell, J. E.(2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
  • Gredler, M.E. (1994). Designing and evaluating games and simulations: a process approach. Houston: Gulf Pub. Co. Karakus, T., Inal, Y., & Cagiltay, K. (2008). A descriptive study of Turkish high school students’ game-playing characteristics and their considerations concerning the effects of games. Computers in Human Behavior, 24(6), 2520–2529.
  • Keller, J.M. (1987a). Development and use of the ARCS model of instructional design. Journal of Instructional Development, 10(3), 2-10.
  • Keller, J.M. (1987b). The systematicprocess of motivational design. Performance Instruction,26(9), 1-8
  • Keller, J. M. (1993). Manual for Instructional Materials Motivational Survey (IMMS). Tallahassee, FL.
  • Kirriemuir, J. & McFarlane, A. (2004).Literature review in games and learning. Report No. 8, NESTA Future Lab Series. http://www.nestafuturelab.org/research/lit_reviews.htm. Retrieved September 11, 2006
  • Malone, T. (1981).Toward a theory ofintrinsically motivating instruction.Cognitive Science, 5(4), 333-369.
  • Malone, T. W., &Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning, and instruction: Vol. 3. Conative and affective process analysis (pp. 223-253). Hillsdale, NJ: Erlbaum.
  • Maslow, A. H. (1970). Motivation and Personality, (2nd. ed.), New York, Harper & Row.
  • McFarlane, A., Sparrowhawk, A. &Heald Y. (2002). Report on the educational use of computer games. Teachers Evaluating Educational Multimedia report. http://www.teem.org.uk/resources/teem_gamesined_full.p df27/11/03. Retrieved September 11, 2009.
  • Prensky, M. (2001).Digital Game-Based Learning. New York, NY: McGraw-Hill.
  • Schleiner, A.M. “Does Lara Croft WearFake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games”, Leonardo: 2001 (v34 no3): 221-6.
  • Wlodkowski, R. (1999). Enhancing adult motivation to learn.( Rev. ed.) San Francisco: Jossey-Bass
  • Yang, Y.-T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation. Computers & Education, 59(2), 365–377. doi:1016/j.compedu.2012.01.012
  • The Impact of Computer Games on Students’ Motivation Memet Üçgül *† Middle East Technical University, Turkey Received: 25.01.2013 - Revised: 28.02.2013 - Accepted: 06.03.2013
There are 23 citations in total.

Details

Primary Language Turkish
Journal Section Makaleler
Authors

Memet Üçgül

Publication Date January 25, 2013
Published in Issue Year 2013 Volume: 2 Issue: 1

Cite

APA Üçgül, M. (2013). Bilgisayar Oyunlarının Öğrenci Güdülenmesine Etkisi. Amasya Üniversitesi Eğitim Fakültesi Dergisi, 2(1), 71-86.
AMA Üçgül M. Bilgisayar Oyunlarının Öğrenci Güdülenmesine Etkisi. Amasya Üniversitesi Eğitim Fakültesi Dergisi. June 2013;2(1):71-86.
Chicago Üçgül, Memet. “Bilgisayar Oyunlarının Öğrenci Güdülenmesine Etkisi”. Amasya Üniversitesi Eğitim Fakültesi Dergisi 2, no. 1 (June 2013): 71-86.
EndNote Üçgül M (June 1, 2013) Bilgisayar Oyunlarının Öğrenci Güdülenmesine Etkisi. Amasya Üniversitesi Eğitim Fakültesi Dergisi 2 1 71–86.
IEEE M. Üçgül, “Bilgisayar Oyunlarının Öğrenci Güdülenmesine Etkisi”, Amasya Üniversitesi Eğitim Fakültesi Dergisi, vol. 2, no. 1, pp. 71–86, 2013.
ISNAD Üçgül, Memet. “Bilgisayar Oyunlarının Öğrenci Güdülenmesine Etkisi”. Amasya Üniversitesi Eğitim Fakültesi Dergisi 2/1 (June 2013), 71-86.
JAMA Üçgül M. Bilgisayar Oyunlarının Öğrenci Güdülenmesine Etkisi. Amasya Üniversitesi Eğitim Fakültesi Dergisi. 2013;2:71–86.
MLA Üçgül, Memet. “Bilgisayar Oyunlarının Öğrenci Güdülenmesine Etkisi”. Amasya Üniversitesi Eğitim Fakültesi Dergisi, vol. 2, no. 1, 2013, pp. 71-86.
Vancouver Üçgül M. Bilgisayar Oyunlarının Öğrenci Güdülenmesine Etkisi. Amasya Üniversitesi Eğitim Fakültesi Dergisi. 2013;2(1):71-86.

Amasya Üniversitesi Eğitim Fakültesi Dergisi (Amasya Education Journal)