Yönetim Bilişim Sistemleri Bölümü Öğrencilerinin Oyunlaştırmaya Yönelik Algı ve Motivasyonunun Belirlenmesi Üzerine Bir Çalışma
Year 2021,
Volume: 4 Issue: 2, 128 - 148, 31.12.2021
Demet Soylu
,
Özgür Külcü
Abstract
Oyunlaştırma, dijital çağın yenilikçi eğitim metodolojilerinden biridir. Bilgi ve iletişim teknolojilerinde yaşanan gelişmelerle birlikte farklı disiplinlerde kullanılmaya başlanan oyunlaştırmayla, ciddi olan, yeterince eğlenceli olmayan içeriklerin oyunsu bir tasarım ile hedef gruba iletilmesi amaçlamaktadır. Günümüzde, Z kuşağının değişen öğrenme davranışlarına uygun öğrenme ortamları ve müfredat içeriği tasarlanması da gerekli hale gelmiştir. Bu noktada da oyunlaştırma kilit bir araçtır. Başarılı ve etkin oyunlaştırılmış tasarımların yapılabilmesi için hedef grubun beklenti ve fikirlerini dikkate almak önemlidir. Öğrencilerin beklentilerini karşılayan öğrenme ortamlarında öğrencinin motivasyonu yükselecektir ve bu şekilde de yüksek performans göstermesi mümkün hâle gelecektir. Bu çalışma, Ankara Yıldırım Beyazıt Üniversitesi Yönetim Bilişim Sistemleri Bölümü 2. sınıf öğrencilerinin oyunlaştırmaya yönelik algı ve motivasyonunu ortaya koymak amacıyla gerçekleştirilmiştir. Çalışmada betimleme yöntemi kullanılmıştır. Araştırma kapsamında “Ankara Yıldırım Beyazıt Üniversitesi Yönetim Bilişim Sistemi lisans öğrencilerinin oyunlaştırmaya yönelik algı ve motivasyonu nedir?” sorusuna yanıt aranmaya çalışılmıştır. Çalışma kapsamında beş bölümden oluşan anket formu kullanılmıştır. Araştırma evrenini 337 öğrenci oluşturmaktadır. Anket 43 öğrenciye uygulanmıştır. Çalışma sonucunda öğrencilerin çoğunluğunun oyunlaştırmaya yönelik olumlu bir algı ve tutuma sahip olduğu ve derslerin oyunlaştırılmasını istedikleri tespit edilmiştir.
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A Study on Identifying the Perception and Motivation of Students of the Department of Management Information Systems
Year 2021,
Volume: 4 Issue: 2, 128 - 148, 31.12.2021
Demet Soylu
,
Özgür Külcü
Abstract
Gamification is one of the innovative educational methodologies of the digital era. The gamification which has begun to be used in different disciplines with the development of information and communication technologies aims to transmit the contents that are critical but not entertaining enough to the target group through a playful design. In order to adapt to the digital era, it has become a necessity to design learning environments and curriculum content in accordance with the changing learning behaviors of Generation Z. At this point, gamification is a key tool. Also, it is important to take the expectations and opinions of the target group into consideration to make successful and effective gamified designs. In learning environments meeting the expectation of students, motivation and therefore, performance of the student will be higher. This study was carried out in order to reveal the perception and motivation of 2nd grade students studying in the Department of Management Information Systems in Ankara Yıldırım Beyazıt University. In this study, descriptive method was used.
The research question was formulated as “What is the perception and motivation of the students of Department of Management Information Systems of Ankara Yıldırım Beyazıt University?”. Within the frame of the study, a survey form comprised of five sections was used. The research population is comprised of 337 students. The survey was employed to 43 students. As a result of the study, it was found out that majority of the students had a positive perception and attitude towards gamification and they prefer that the courses should be gamified.
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- Çıngı, H. (1990). Örnekleme Kuramı. Ankara: Hacettepe Üniversitesi.
- Daniel W. W. (1999). Biostatistics: A Foundation for Analysis in the Health Sciences. New York: John Wiley & Sons.
- Davis, F. (1989). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly, 13 (3), 319-340.
- De-Marcos, L., Garcia-Cabot, A. ve Garcia-Lopez, E. (2017). Towards the Social Gamification of E-Learning: A Practical Experiment. International Journal of Engineering Education, 33 (1), 66–73. Erişim adresi: https://www.scopus.com/inward/record.uri?eid=2-s2.0-85015255902&partnerID=40&md5=e6b77324147eb9671a49e0807ca05f21.
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