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Öğrencilerin Eğitsel Bilgisayar Oyunu Kullanımına İlişkin Görüşleri: Sosyal Bilgiler Dersi Örneği

Year 2008, Volume: 35 Issue: 35, 27 - 37, 01.06.2008

Abstract

Bu araştırmanın amacı, örgün eğitimdeki derslerde eğitsel bilgisayar oyunu kullanımına ilişkin öğrenci görüşlerini ortaya çıkarmaktır. Çalışma, Ankara ilindeki özel bir İlköğretim okulunun 6. sınıfında Sosyal Bilgiler dersini alan 24 öğrenci ile 9 hafta boyunca gerçekleştirilmiştir. Nitel araştırma yöntemleri kullanılan araştırmanın sonucunda öğrencilerin eğitsel oyun ortamını beğendikleri ve böyle bir ortamın Sosyal Bilgiler dersinde destekleyici olarak kullanılmasının onların derse olan motivasyonlarını artırdığı bulunmuştur

References

  • Airasian, P.W., & Walsh, M.E. (1997). Constructivist cautions. Phi Delta Kappan, 78, 444-449.
  • Barab, S., & Dede, C. (2007). Games and immersive participatory simulations for science education: An emerging type of curricula. Journal of Science Education and Technology, 16(1), 1-3.
  • Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: A game without guns. Educational Technology Research & Development, 53(1), 86-107.
  • Bayırtepe, E. ve Tüzün, H. (2007). Oyun-tabanlı öğrenme ortamlarının öğrencilerin bilgisayar dersindeki başarıları ve öz- yeterlik algıları üzerine etkileri (The effects of game-based learning environments on students’ achievement and self-efficacy in a computer course). Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 33, 41-54.
  • Can, G., ve Cagiltay, K. (2006). Turkish prospective teachers' perceptions regarding the use of computer games with educational features. Educational Technology & Society, 9(1), 308-321.
  • Erdem. M. (1992). İlköğretimde fen bilgisi ve sosyal bilgiler derslerinin içeriklerinin düzenlenişindeki ilkeler. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 8, 335-338.
  • Gee, J.P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave/Macmillan.
  • Hongyan, M., Yong Lu, E., Turner, S., & Guofang, W. (2007). An empirical investigation of digital cheating and plagiarism among middle school students. American Secondary Education, 35(2), 69-82.
  • Karakuş, T., İnal, Y., ve Çağıltay, 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.
  • Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning (Futurelab Series, Report 8). Bristol, UK: Futurelab.
  • Kula, A. ve Erdem, M. (2005). Öğretimsel bilgisayar oyunlarının temel aritmetik işlem becerilerinin gelişmesine etkisi. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 29, 127-136.
  • Lim, C.P., Nonis, D., & Hedberg, J. (2006). Gaming in a 3D multiuser virtual environment: Engaging students in science lessons. British Journal of Educational Technology, 37(2), 211-231.
  • Linderoth, J., Lantz-Andersson, A., & Lindström, B. (2002). Electronic exaggerations and virtual worries: Mapping research of computer games relevant to the understanding of children’s game play. Contemporary Issues in Early Childhood, 3(2), 226-250.
  • Mitchell, S. (2007). Penguins and plagiarism: Stemming the tide of plagiarism in elementary school. Library Media Connection, 25(7), 47.
  • Papert, S. (1994). The children’s machine: Rethinking school in the age of the computer. New York, NY: Basic Books.
  • Patton, M.Q. (1980). Qualitative evaluation methods. Beverly Hills, CA: Sage.
  • Shaffer, D.W., Squire, K.R., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. Phi Delta Kappan, 87(2), 104-111.
  • Steinkuehler, C.A. (2004). Learning in massively multiplayer online games. In Kafai, Y.B., Sandoval, W.A., Enyedy, N., Nixon, A.S. & Herrera, F. (Eds.), Proceedings of the 6th International Conference of the Learning Sciences, Mahwah, NJ, USA: Erlbaum, 521-528.
  • Tuzun, H. (2004). Motivating learners in educational computer games. Unpublished doctoral dissertation, Indiana University, Bloomington.
  • Tüzün, H. (2006). Eğitsel bilgisayar oyunları ve bir örnek: Quest Atlantis. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 30, 220-229.
  • Tüzün, H. (2007). Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context. British Journal of Educational Technology, 38(3), 465-477.
  • Wang, M., Poole, M., Harris, B., & Wangemann, P. (2001). Promoting online collaborative learning experiences for teenagers. Educational Media International, 38(4), 203-215.
  • Weber, R.P. (1990). Basic content analysis (2nd ed.). Newbury Park, CA: Sage.
  • Whelan, D.L. (2005). Let the games begin. School Library Journal, 51(4), 40-43.
Year 2008, Volume: 35 Issue: 35, 27 - 37, 01.06.2008

Abstract

References

  • Airasian, P.W., & Walsh, M.E. (1997). Constructivist cautions. Phi Delta Kappan, 78, 444-449.
  • Barab, S., & Dede, C. (2007). Games and immersive participatory simulations for science education: An emerging type of curricula. Journal of Science Education and Technology, 16(1), 1-3.
  • Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: A game without guns. Educational Technology Research & Development, 53(1), 86-107.
  • Bayırtepe, E. ve Tüzün, H. (2007). Oyun-tabanlı öğrenme ortamlarının öğrencilerin bilgisayar dersindeki başarıları ve öz- yeterlik algıları üzerine etkileri (The effects of game-based learning environments on students’ achievement and self-efficacy in a computer course). Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 33, 41-54.
  • Can, G., ve Cagiltay, K. (2006). Turkish prospective teachers' perceptions regarding the use of computer games with educational features. Educational Technology & Society, 9(1), 308-321.
  • Erdem. M. (1992). İlköğretimde fen bilgisi ve sosyal bilgiler derslerinin içeriklerinin düzenlenişindeki ilkeler. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 8, 335-338.
  • Gee, J.P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave/Macmillan.
  • Hongyan, M., Yong Lu, E., Turner, S., & Guofang, W. (2007). An empirical investigation of digital cheating and plagiarism among middle school students. American Secondary Education, 35(2), 69-82.
  • Karakuş, T., İnal, Y., ve Çağıltay, 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.
  • Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning (Futurelab Series, Report 8). Bristol, UK: Futurelab.
  • Kula, A. ve Erdem, M. (2005). Öğretimsel bilgisayar oyunlarının temel aritmetik işlem becerilerinin gelişmesine etkisi. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 29, 127-136.
  • Lim, C.P., Nonis, D., & Hedberg, J. (2006). Gaming in a 3D multiuser virtual environment: Engaging students in science lessons. British Journal of Educational Technology, 37(2), 211-231.
  • Linderoth, J., Lantz-Andersson, A., & Lindström, B. (2002). Electronic exaggerations and virtual worries: Mapping research of computer games relevant to the understanding of children’s game play. Contemporary Issues in Early Childhood, 3(2), 226-250.
  • Mitchell, S. (2007). Penguins and plagiarism: Stemming the tide of plagiarism in elementary school. Library Media Connection, 25(7), 47.
  • Papert, S. (1994). The children’s machine: Rethinking school in the age of the computer. New York, NY: Basic Books.
  • Patton, M.Q. (1980). Qualitative evaluation methods. Beverly Hills, CA: Sage.
  • Shaffer, D.W., Squire, K.R., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. Phi Delta Kappan, 87(2), 104-111.
  • Steinkuehler, C.A. (2004). Learning in massively multiplayer online games. In Kafai, Y.B., Sandoval, W.A., Enyedy, N., Nixon, A.S. & Herrera, F. (Eds.), Proceedings of the 6th International Conference of the Learning Sciences, Mahwah, NJ, USA: Erlbaum, 521-528.
  • Tuzun, H. (2004). Motivating learners in educational computer games. Unpublished doctoral dissertation, Indiana University, Bloomington.
  • Tüzün, H. (2006). Eğitsel bilgisayar oyunları ve bir örnek: Quest Atlantis. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 30, 220-229.
  • Tüzün, H. (2007). Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context. British Journal of Educational Technology, 38(3), 465-477.
  • Wang, M., Poole, M., Harris, B., & Wangemann, P. (2001). Promoting online collaborative learning experiences for teenagers. Educational Media International, 38(4), 203-215.
  • Weber, R.P. (1990). Basic content analysis (2nd ed.). Newbury Park, CA: Sage.
  • Whelan, D.L. (2005). Let the games begin. School Library Journal, 51(4), 40-43.
There are 24 citations in total.

Details

Primary Language Turkish
Journal Section Makaleler
Authors

Ayşegül Bakar This is me

Hakan Tüzün This is me

Kürşat Çağıltay This is me

Publication Date June 1, 2008
Published in Issue Year 2008 Volume: 35 Issue: 35

Cite

APA Bakar, A., Tüzün, H., & Çağıltay, K. (2008). Öğrencilerin Eğitsel Bilgisayar Oyunu Kullanımına İlişkin Görüşleri: Sosyal Bilgiler Dersi Örneği. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 35(35), 27-37.