Research Article
BibTex RIS Cite

Eğitici Bilgisayar Oyunu: Doğadaki Sır

Year 2025, Volume: 42 Issue: 1, 47 - 58, 01.05.2025
https://doi.org/10.52597/buje.1293677

Abstract

Modern bilgisayar oyunları, oyuncuların dikkatini çekmek için gerçekçi animasyonlar, ses efektleri ve üç boyutlu sanal ortamlar kullanmaktadır. Ormancılık eğitimi, dijital bilgisayar oyunları kullanılarak öğrencilerin bitki ekimi bilgilerinin geliştirilmesi gibi amaçlarla gerçekleştirilir. Bu sayede öğrenciler çeşitli alanlardaki ilgili konulara yönelik motivasyonlarını artırabilirler. Eğitsel dijital oyunlar son teknoloji kullanılarak geliştirildiğinde öğrenme daha ilginç ve merak uyandırıcı hale gelmektedir. Bu çalışmada, gençlere doğa hakkında bilgi vermek amacıyla Unity oyun motoru ve C# kodlama dili kullanılarak üç boyutlu eğitici bir bilgisayar oyunu sunulmuştur. Eğitim amaçlı kullanılabilecek sanal ortam ve eğitim içeriği geliştirilmiştir.

Project Number

2209/2021-1

References

  • Baigi, S. F. M., Aval, R. N., Sarbaz, M., & Kimiafar, K. (2022). Evaluation tools for digital educational games: a systematic review. Acta Medica Iranica, 60(8), 499–507. https://doi.org/10.18502/acta.v60i8.10835
  • Bakhanova, E., Garcia, J. A., Raffe, W. L., & Voinov, A. (2020). Targeting social learning and engagement: what serious games and gamification can offer to participatory modeling. Environmental Modelling & Software, 134, 104846.
  • Bakhsh, K., Hafeez, M., Shahzad, S., Naureen, B., & Farid, M. F. (2022). Effectiveness of digital game based learning strategy in higher educational perspectives. Journal of Education and e-Learning Research, 9(4), 258–268. https://doi.org/10.20448/jeelr.v9i4.4247
  • Brown, A. L. (1992). Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings. Journal of the Learning Sciences, 2(2), 141–178. https://doi.org/10.1207/s15327809jls0202_2
  • Chou, Y. S., Hou, H. T., Chang, K. E., & Su, C. L. (2023). Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioral patterns. Interactive Learning Environments, 31(5), 3285–3302.
  • Chowdhury, M., Dixon, L. Q., Kuo, L. J., Donaldson, J. P., Eslami, Z., Viruru, R., & Luo, W. (2024). Digital game-based language learning for vocabulary development. Computers and Education Open, 6, 100160.
  • Coşkun, B. K., & Akçay, A. (2018). Examining the prediction of digital game addiction awareness on digital educational game usage. Journal of Learning and Teaching in Digital Age, 8(1), 71–81. https://doi.org/10.53850/joltida.1098602
  • De Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Technology & Society, 21(2), 74–84. http://www.jstor.org/stable/26388380
  • Dörner, R., Göbel, S., & Kickmeier-Rust, M. (2016). Introduction to the GI-Dagstuhl book on entertainment computing and serious games. In R., Dörner, S., Göbel, M., Kickmeier-Rust, M., Masuch, K. Zweig (Eds) Entertainment Computing and Serious Games: Lecture Notes in Computer Science (Vol. 9970, pp. 1–16). Springer, Cham. https://doi.org/10.1007/978-3-319-46152-6_1
  • Filsecker, M., & Bündgens-Kosten, J. (2012). Behaviorism, constructivism, and communities of practice: How pedagogic theories help us understand game-based language learning. In Digital games in language learning and teaching (pp. 50–69). Palgrave Macmillan UK.
  • Gandolfi, E. (2022). Playing is just the beginning: social learning dynamics in game communities of inquiry. Journal of Computer Assisted Learning, 38(4), 1062–1076.
  • Gee, J. P. (2012). Digital games and libraries. Knowledge Quest, 41(1), 60–65.
  • Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of research on technology in education, 40(1), 23–38. https://doi.org/10.1080/15391523.2007.10782494
  • Göbel, S., & Mehm, F. (2013). Personalized, adaptive digital educational games using narrative game-based learning objects. In Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare (pp. 74–84). Igi Global.
  • Hawlitschek, A., & Joeckel, S. (2017). Increasing the effectiveness of digital educational games: The effects of a learning instruction on students’ learning, motivation and cognitive load. Computers in Human Behavior, 72, 79–86. https://doi.org/10.1016/j.chb.2017.01.040
  • Ishak, S. A., Hasran, U. A., & Din, R. (2023). Media education through digital games: A Review on design and factors influencing learning performance. Education Sciences, 13(2), 102. https://doi.org/10.3390/educsci13020102
  • Kurniawan, Y. I., Yulianti, U. H., Yulianita, N. G., & Pratama, A. P. (2022). English learning educational games for hearing and speech impairment students at Slb B Yakut Purwokerto. Jurnal Teknik Informatika (Jutif), 3(3), 781–790.
  • Küçükvardar, M., & Türel, E. (2022). Covid-19 pandemisinde dijital oyun oynama düzeyi üzerine bir araştırma. Selçuk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, (47), 47–58. https://doi.org/10.52642/susbed.1010309
  • Lang, J. M. (2020). Distracted: Why students can't focus and what you can do about it. Hachette UK.
  • Lin, X., Li, R., Chen, Z., & Xiong, J. (2024). Design strategies for VR science and education games from an embodied cognition perspective: a literature-based meta-analysis. Frontiers in Psychology, 14, 1292110.
  • McLaren, B. M., Richey, J. E., Nguyen, H., & Hou, X. (2022). How instructional context can impact learning with educational technology: Lessons from a study with a digital learning game. Computers & Education, 178, 104366. https://doi.org/10.1016/j.compedu.2021.104366
  • Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of digital game-based learning on student engagement and motivation. Computers, 12(9), 177.
  • Noemí, P. M., & Máximo, S. H. (2014). Educational games for learning. Universal Journal of Educational Research, 2(3), 230–238.
  • Özcan B., & Eriş G., (2021). Bilgisayar Oyunları Oynamanın Akademik Başarıya Etkisinin İncelenmesi. International Journal of 3D Printing Technologies and Digital Industry, 5(2), 130–144.
  • Pallavicini, F., Pepe, A., & Mantovani, F. (2022). The effects of playing video games on stress, anxiety, depression, loneliness, and gaming disorder during the early stages of the COVID-19 pandemic: PRISMA systematic review. Cyberpsychology, Behavior, and Social Networking, 25(6), 334–354.
  • Richey, R.C., Klein, J.D. & Nelson, W. A. (2003). Development research: Studies of instructional design and development. In D. H. Jonassen (Ed.), Handbook of research for educational communications and technology, 1130, Lawrence Erlbaum Associates.
  • Sabirli, Z. E., Çoklar, A. N. (2020). The effect of educational digital games on education, motivation and attitudes of elementary chool students against course access. World Journal on Educational Technology: Current Issues, 12(4), 325–338.
  • Şahin, Y. (2021). Z kuşağının dijital oyun bağımlılıklarının boş zaman ve değişkenlerinin incelenmesi (Publication No. 694106) [Master's thesis, Karamanoğlu Mehmetbey University]. YÖK, Ulusal Tez Merkezi.
  • Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Technology, Education--Connections (the TEC Series). Teachers College Press.
  • Tay, J., Goh, Y. M., Safiena, S., & Bound, H. (2022). Designing digital game-based learning for professional upskilling: A systematic literature review. Computers & Education, 184, 104518. https://doi.org/10.1016/j.compedu.2022.104518
  • Wang, Y. H. (2020). Integrating games, e-books and AR techniques to support project-based science learning. Educational Technology & Society, 23(3), 53–67.
  • Yılmaz İnce, E., & Sancak, M. E. (2022). Educational computer game for earthquake. Journal of Learning and Teaching in Digital Age, 7(1), 99–107.

An Educational Computer Game: The Secret in Nature

Year 2025, Volume: 42 Issue: 1, 47 - 58, 01.05.2025
https://doi.org/10.52597/buje.1293677

Abstract

Modern computer games use realistic animations, sound effects, and three-dimensional virtual environments to attract the attention of players. Forestry education achieved using digital computer games, such as developing students' planting information. Through it, learners can increase their motivation towards relevant subjects in a variety of fields. Learning becomes more interesting and curious when educational digital games are developed using the latest technology. An educational three-dimensional computer game was developed using the Unity game engine and C# coding language to provide information about nature to young people. A virtual environment and educational content were developed and can be used for educational purposes

Supporting Institution

The Scientific and Technological Research Council of Turkey

Project Number

2209/2021-1

Thanks

The authors wish to thank The Scientific and Technological Research Council of Turkey, who financially supported this project (2209/2021-1).

References

  • Baigi, S. F. M., Aval, R. N., Sarbaz, M., & Kimiafar, K. (2022). Evaluation tools for digital educational games: a systematic review. Acta Medica Iranica, 60(8), 499–507. https://doi.org/10.18502/acta.v60i8.10835
  • Bakhanova, E., Garcia, J. A., Raffe, W. L., & Voinov, A. (2020). Targeting social learning and engagement: what serious games and gamification can offer to participatory modeling. Environmental Modelling & Software, 134, 104846.
  • Bakhsh, K., Hafeez, M., Shahzad, S., Naureen, B., & Farid, M. F. (2022). Effectiveness of digital game based learning strategy in higher educational perspectives. Journal of Education and e-Learning Research, 9(4), 258–268. https://doi.org/10.20448/jeelr.v9i4.4247
  • Brown, A. L. (1992). Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings. Journal of the Learning Sciences, 2(2), 141–178. https://doi.org/10.1207/s15327809jls0202_2
  • Chou, Y. S., Hou, H. T., Chang, K. E., & Su, C. L. (2023). Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking: an analysis of flow state and game-based learning behavioral patterns. Interactive Learning Environments, 31(5), 3285–3302.
  • Chowdhury, M., Dixon, L. Q., Kuo, L. J., Donaldson, J. P., Eslami, Z., Viruru, R., & Luo, W. (2024). Digital game-based language learning for vocabulary development. Computers and Education Open, 6, 100160.
  • Coşkun, B. K., & Akçay, A. (2018). Examining the prediction of digital game addiction awareness on digital educational game usage. Journal of Learning and Teaching in Digital Age, 8(1), 71–81. https://doi.org/10.53850/joltida.1098602
  • De Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Technology & Society, 21(2), 74–84. http://www.jstor.org/stable/26388380
  • Dörner, R., Göbel, S., & Kickmeier-Rust, M. (2016). Introduction to the GI-Dagstuhl book on entertainment computing and serious games. In R., Dörner, S., Göbel, M., Kickmeier-Rust, M., Masuch, K. Zweig (Eds) Entertainment Computing and Serious Games: Lecture Notes in Computer Science (Vol. 9970, pp. 1–16). Springer, Cham. https://doi.org/10.1007/978-3-319-46152-6_1
  • Filsecker, M., & Bündgens-Kosten, J. (2012). Behaviorism, constructivism, and communities of practice: How pedagogic theories help us understand game-based language learning. In Digital games in language learning and teaching (pp. 50–69). Palgrave Macmillan UK.
  • Gandolfi, E. (2022). Playing is just the beginning: social learning dynamics in game communities of inquiry. Journal of Computer Assisted Learning, 38(4), 1062–1076.
  • Gee, J. P. (2012). Digital games and libraries. Knowledge Quest, 41(1), 60–65.
  • Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of research on technology in education, 40(1), 23–38. https://doi.org/10.1080/15391523.2007.10782494
  • Göbel, S., & Mehm, F. (2013). Personalized, adaptive digital educational games using narrative game-based learning objects. In Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare (pp. 74–84). Igi Global.
  • Hawlitschek, A., & Joeckel, S. (2017). Increasing the effectiveness of digital educational games: The effects of a learning instruction on students’ learning, motivation and cognitive load. Computers in Human Behavior, 72, 79–86. https://doi.org/10.1016/j.chb.2017.01.040
  • Ishak, S. A., Hasran, U. A., & Din, R. (2023). Media education through digital games: A Review on design and factors influencing learning performance. Education Sciences, 13(2), 102. https://doi.org/10.3390/educsci13020102
  • Kurniawan, Y. I., Yulianti, U. H., Yulianita, N. G., & Pratama, A. P. (2022). English learning educational games for hearing and speech impairment students at Slb B Yakut Purwokerto. Jurnal Teknik Informatika (Jutif), 3(3), 781–790.
  • Küçükvardar, M., & Türel, E. (2022). Covid-19 pandemisinde dijital oyun oynama düzeyi üzerine bir araştırma. Selçuk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, (47), 47–58. https://doi.org/10.52642/susbed.1010309
  • Lang, J. M. (2020). Distracted: Why students can't focus and what you can do about it. Hachette UK.
  • Lin, X., Li, R., Chen, Z., & Xiong, J. (2024). Design strategies for VR science and education games from an embodied cognition perspective: a literature-based meta-analysis. Frontiers in Psychology, 14, 1292110.
  • McLaren, B. M., Richey, J. E., Nguyen, H., & Hou, X. (2022). How instructional context can impact learning with educational technology: Lessons from a study with a digital learning game. Computers & Education, 178, 104366. https://doi.org/10.1016/j.compedu.2021.104366
  • Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of digital game-based learning on student engagement and motivation. Computers, 12(9), 177.
  • Noemí, P. M., & Máximo, S. H. (2014). Educational games for learning. Universal Journal of Educational Research, 2(3), 230–238.
  • Özcan B., & Eriş G., (2021). Bilgisayar Oyunları Oynamanın Akademik Başarıya Etkisinin İncelenmesi. International Journal of 3D Printing Technologies and Digital Industry, 5(2), 130–144.
  • Pallavicini, F., Pepe, A., & Mantovani, F. (2022). The effects of playing video games on stress, anxiety, depression, loneliness, and gaming disorder during the early stages of the COVID-19 pandemic: PRISMA systematic review. Cyberpsychology, Behavior, and Social Networking, 25(6), 334–354.
  • Richey, R.C., Klein, J.D. & Nelson, W. A. (2003). Development research: Studies of instructional design and development. In D. H. Jonassen (Ed.), Handbook of research for educational communications and technology, 1130, Lawrence Erlbaum Associates.
  • Sabirli, Z. E., Çoklar, A. N. (2020). The effect of educational digital games on education, motivation and attitudes of elementary chool students against course access. World Journal on Educational Technology: Current Issues, 12(4), 325–338.
  • Şahin, Y. (2021). Z kuşağının dijital oyun bağımlılıklarının boş zaman ve değişkenlerinin incelenmesi (Publication No. 694106) [Master's thesis, Karamanoğlu Mehmetbey University]. YÖK, Ulusal Tez Merkezi.
  • Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Technology, Education--Connections (the TEC Series). Teachers College Press.
  • Tay, J., Goh, Y. M., Safiena, S., & Bound, H. (2022). Designing digital game-based learning for professional upskilling: A systematic literature review. Computers & Education, 184, 104518. https://doi.org/10.1016/j.compedu.2022.104518
  • Wang, Y. H. (2020). Integrating games, e-books and AR techniques to support project-based science learning. Educational Technology & Society, 23(3), 53–67.
  • Yılmaz İnce, E., & Sancak, M. E. (2022). Educational computer game for earthquake. Journal of Learning and Teaching in Digital Age, 7(1), 99–107.
There are 32 citations in total.

Details

Primary Language English
Subjects Instructional Technologies
Journal Section Original Articles
Authors

Deniz Ümit Akın 0009-0001-0182-4664

Ebru Yılmaz İnce 0000-0001-9462-0363

Project Number 2209/2021-1
Publication Date May 1, 2025
Published in Issue Year 2025 Volume: 42 Issue: 1

Cite

APA Akın, D. Ü., & Yılmaz İnce, E. (2025). An Educational Computer Game: The Secret in Nature. Bogazici University Journal of Education, 42(1), 47-58. https://doi.org/10.52597/buje.1293677

Unless otherwise stated, all content on this site is licensed under a Creative Commons Attribution 4.0 International Licence (CC BY 4.0).