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GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION

Yıl 2024, Cilt: 26 Sayı: 4, 1667 - 1695, 12.12.2024
https://doi.org/10.16953/deusosbil.1544347

Öz

This study was conducted on gamification, sustainability learning, and business education dimensions. The main objective of this study is to synthesize the empirical evidence already available to gain a comprehensive understanding of how gamification can enhance sustainability learning in business education. Since integrating these three dimensions is a new and emerging area in the literature, early work in this field is expected to contribute significantly to future studies. According to the content analysis, the primary finding of the analyzed studies is that they mainly emphasize the cognitive engagement aspect. However, when the sustainability dimension is incorporated into gamification in business education, the games become excessively complex. Moreover, the studies examining cognitive outcomes need to adequately consider students' emotional states, and more attention is given to the behavior change associated with sustainability.

Kaynakça

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İŞLETME EĞİTİMİNDE SÜRDÜRÜLEBİLİRLİK ÖĞRENİMİNİN OYUNLAŞTIRMASI

Yıl 2024, Cilt: 26 Sayı: 4, 1667 - 1695, 12.12.2024
https://doi.org/10.16953/deusosbil.1544347

Öz

Bu çalışma, oyunlaştırma, sürdürülebilirlik öğrenimi ve işletme eğitimi boyutlarında yapılmıştır. Bu çalışmanın temel amacı, işletme eğitiminde sürdürülebilirlik öğrenimini geliştirmek için oyunlaştırmanın nasıl kullanılabileceğine dair kapsamlı bir anlayış kazanmak için halihazırda mevcut olan ampirik çalışmaları sentezlemektir. Bu üç boyutun entegrasyonu literatürde yeni ve gelişen bir alan olduğu için, bu alanda yapılan bu erken çalışmanın gelecekteki yeni çalışmalara önemli bir katkı sağlayacağı düşünülmektedir. Yapılan içerik analizine göre, analiz edilen çalışmaların temel bulgusu, çoğunlukla bilişsel katılım yönünü vurgulamalarıdır. Bununla birlikte, işletme eğitiminde oyunlaştırmaya sürdürülebilirlik boyutu dahil edildiğinde, oyunlar aşırı derecede karmaşık hale gelmektedir. Dahası, bilişsel çıktıları inceleyen çalışmalar öğrencilerin duygusal durumlarını yeterince dikkate almamakta ve sürdürülebilirlikle ilişkili davranış değişikliğine yeterince önem vermemektedir.

Etik Beyan

Bu çalışmanın, özgün bir çalışma olduğunu; çalışmanın hazırlık, veri toplama, analiz ve bilgilerin sunumu olmak üzere tüm aşamalarından bilimsel etik ilke ve kurallarına uygun davrandığımızı; bu çalışma kapsamında elde edilen tüm veri ve bilgiler için kaynak gösterdiğimizi ve bu kaynaklara kaynakçada yer verdiğimizi; kullanılan verilerde herhangi bir değişiklik yapmadığımızi, araştırmacı etik görev ve sorumluluklarına riayet ettiğimizi beyan ederiz. Herhangi bir zamanda, çalışmayla ilgili yaptığımız bu beyana aykırı bir durumun saptanması durumunda, ortaya çıkacak tüm ahlaki ve hukuki sonuçlara razı olduğumuzu bildiririz. Ek olarak, çalışmamızın tarafsızlığı ile ilgili bilinmesi gereken herhangi bir mali katkı veya diğer çıkar çatışma ihtimali (potansiyeli) ve ilişki alanı yoktur.

Kaynakça

  • Aarseth, E., Smedstad, S. M., & Sunnanå, L. (2003). A multi-dimensional typology of games. In M. Copier & J. Raessens (Eds.), Proceedings of Level Up Conference (48-53). Utrecht, Netherlands: Utrecht University & Digital Games Research Association.
  • Adams, S.P., Du Preez, R. (2022). Supporting Student Engagement Through the Gamification of Learning Activities: A Design-Based Research Approach. Tech Know Learn, 27, 119–138. https://doi.org/10.1007/s10758-021-09500-x
  • Alam, A. (2022). Mapping a sustainable future through conceptualization of transformative learning framework, education for sustainable development, critical reflection, and responsible citizenship: An exploration of pedagogies for twenty-first century learning. ECS Transactions, 107 (1), 9827-9840. https://doi.org/10.1149/10701.9827ecst
  • Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational gamification vs. game based learning: Comparative study. International journal of innovation, management and technology, 7 (4), 132-136. https://doi.org/10.18178/ijimt.2016.7.4.659
  • Anderson, T., & Rivera Vargas, P. (2020). A critical look at educational technology from a distance education perspective. Digital Education Review, 37, 208-229. https://doi.org/10.1344/der.2020.37.208-229
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  • Hermann, R. R., & Bossle, M. B. (2020). Bringing an entrepreneurial focus to sustainability education: A teaching framework based on content analysis. Journal of Cleaner Production, 246, 119038. https://doi.org/10.1016/j.jclepro.2019.119038
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  • Lamrani, R., & Abdelwahed, E. H. (2020). Game-based learning and gamification to improve skills in early years education. Computer Science and Information Systems, 17 (1), 339-356. https://doi.org/10.2298/CSIS190511043L
  • Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018). Gamification science, its history and future: definitions and a research agenda. Simulation & Gaming, 49 (3), 315–337. https://doi.org/10.1177/1046878118774385
  • Locke, E. A. (1968). Toward a theory of task motivation and incentives. Organizational behavior and human performance, 3 (2), 157-189. https://doi.org/10.1016/0030-5073(68)90004-4
  • Lopez, C. E., & Tucker, C. S. (2019). The effects of player type on performance: A gamification case study. Computers in Human Behavior, 91, 333–345. https://doi.org/10.1016/j.chb.2018.10.005
  • Luo, Z. (2022). Gamification for educational purposes: What are the factors contributing to varied effectiveness?. Education and Information Technologies, 27 (1), 891-915. https://doi.org/10.1007/s10639-021-10642-9
  • Lu, H., Zhao, G., & Liu, S. (2024). Integrating circular economy and Industry 4.0 for sustainable supply chain management: A dynamic capability view. Production Planning & Control, 35 (2), 170-186. https://doi.org/10.1080/09537287.2022.2063198
  • Mahmud, S. N. D., Husnin, H., & Tuan Soh, T. M. (2020). Teaching presence in online gamified education for sustainability learning. Sustainability, 12 (9), 3801. https://doi.org/10.3390/su12093801
  • Manshoven, S., & Gillabel, J. (2021). Learning through play: a serious game as a tool to support circular economy education and business model innovation. Sustainability, 13 (23), 13277. https://doi.org/10.3390/su132313277
  • Maskeliūnas, R., Kulikajevas, A., Blažauskas, T., Damaševičius, R., & Swacha, J. (2020). An interactive, serious mobile game that supports learning programming in JavaScript in the context of eco-friendly city management. Computers, 9 (4), 102. https://doi.org/10.3390/computers9040102
  • McGowan, N., López-Serrano, A., & Burgos, D. (2023). Serious Games and Soft Skills in Higher Education: A Case Study of the Design of Compete! Electronics, 12 (6), 1432. https://doi.org/10.3390/electronics12061432
  • Navarro-Espinosa, J. A., Vaquero-Abellán, M., Perea-Moreno, A. J., Pedrós-Pérez, G., Martínez-Jiménez, M. D. P., & Aparicio-Martínez, P. (2022). Gamification is a promoting tool of motivation for creating sustainable higher education institutions. International Journal of Environmental Research and Public Health, 19 (5), 2599. https://doi.org/10.3390/ijerph19052599
  • Ng, L. K., & Lo, C. K. (2022). Flipped classroom and gamification approach: Its impact on performance and academic commitment on sustainable learning in education. Sustainability, 14 (9), 5428. https://doi.org/10.3390/su14095428
  • Ouariachi, T., Li, C. Y., & Elving, W. J. (2020). Gamification approaches for education and engagement on pro-environmental behaviors: Searching for best practices. Sustainability, 12 (11), 4565. https://doi.org/10.3390/su12114565
  • Park, S., & Kim, S. (2023). The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification. Sustainability, 15 (8), 6738. https://doi.org/10.3390/su15086738
  • Prasad, K. (2021). Gamification and its Applications. Journal of Business Strategy, Finance and Management, 2 (2).
  • Runnerstrom, M. G., Denaro, K., & DiVincenzo, J. (2024). Exploring the Impact of Gamified Role-Playing on Climate Change Knowledge and Nature Relatedness: Evidence from an Online Undergraduate Course on Environmental Health. Sustainability, 16 (11), 4484. https://doi.org/10.3390/su16114484
  • Rzemieniak, M., & Wawer, M. (2021). Employer branding in the context of the company’s sustainable development strategy from the perspective of gender diversity of generation Z. Sustainability, 13 (2), 828. https://doi.org/10.3390/su13020828
  • Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022). Gamification applications in E-learning: A literature review. Technology, Knowledge and Learning, 27 (1), 139-159. https://doi.org/10.1007/s10758-020-09487-x
  • Santos-Villalba, M. J., Leiva Olivencia, J. J., Navas-Parejo, M. R., & Benítez-Márquez, M. D. (2020). Higher education students’ assessments towards gamification and sustainability: A case study. Sustainability, 12 (20), 8513. https://doi.org/10.3390/su12208513
  • Sam, R., Jamil, H. B., & Md Zain, A. N. (2024). Cambodia's higher education development in historical perspectives (1863-2012). Available at SSRN 4850855. https://dx.doi.org/10.2139/ssrn.4850855
  • Sezgin, S., Bozkurt, A., Yılmaz, E. A., & Van Der Linden, N. (2018). Oyunlaştırma, eğitim ve kuramsal yaklaşımlar: Öğrenme süreçlerinde motivasyon, adanmışlık ve sürdürebilirlik. Mehmet Akif Ersoy Üniversitesi Eğitim Fakültesi Dergisi, (45), 169-189. https://doi.org/10.21764/maeuefd.339909
  • Shah, Z., Kennedy-Clark, S., Xie, Y., Rahim, M. S., Mahdavi, M., & Levula, A. (2022). Teacher views on teaching sustainability in higher education institutes in Australia. Sustainability, 14 (14), 8431. https://doi.org/10.3390/su14148431
  • Sharifzadeh, N., Kharrazi, H., Nazari, E., Tabesh, H., Edalati Khodabandeh, M., Heidari, S., & Tara, M. (2020). Health education serious games targeting health care providers, patients, and public health users: scoping review. JMIR serious games, 8 (1), e13459. https://doi.org/10.2196/13459
  • Tan, C. K., & Nurul‐Asna, H. (2023). Serious games for environmental education. Integrative Conservation, 2 (1), 19-42. https://doi.org/10.1002/inc3.18
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  • Xue, J., Qi, Z. G., & Lv, F. (2015). A review of the current situation of domestic education games. Educational Information Technology, 3 (24), 53–55.
  • Yıldız, B., & Kahraman, Ü. G. (2024). Yönetim Bilişim Sistemleri Öğrencilerinin Oyunlaştırmaya Yönelik Algısının Belirlenmesi. Oğuzhan Sosyal Bilimler Dergisi, 6 (1), 23-34. https://doi.org/10.55580/oguzhan.1447245
  • Yu, Z., Gao, M., & Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59 (3), 522-546. https://doi.org/10.1177/0735633120969214
  • Zeybek, N., & Saygı, E. (2024). Gamification in education: Why, where, when, and how?—A systematic review. Games and Culture, 19 (2), 237-264. https://doi.org/10.1177/15554120231158625
  • Zhan, Z., Tong, Y., Lan, X., & Zhong, B. (2024). A systematic literature review of game-based learning in Artificial Intelligence education. Interactive Learning Environments, 32 (3), 1137-1158. https://doi.org/10.1080/10494820.2022.2115077
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Toplam 86 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Pazarlama (Diğer), Strateji, Yönetim ve Örgütsel Davranış (Diğer)
Bölüm Makaleler
Yazarlar

Özge Özgen 0000-0002-1328-3658

Banu Demirel 0000-0002-2487-0313

Erken Görünüm Tarihi 10 Aralık 2024
Yayımlanma Tarihi 12 Aralık 2024
Gönderilme Tarihi 5 Eylül 2024
Kabul Tarihi 16 Ekim 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 26 Sayı: 4

Kaynak Göster

APA Özgen, Ö., & Demirel, B. (2024). GAMIFICATION IN SUSTAINABILITY LEARNING IN BUSINESS EDUCATION. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 26(4), 1667-1695. https://doi.org/10.16953/deusosbil.1544347