Year 2019,
, 88 - 95, 31.12.2019
Mustafa Navruz
,
Şakir Taşdemir
References
- Prensky M, “Fun, play and games: What makes games engaging,” in Digital Game-Based Learning, US: McGraw-Hill, 2001.
- Newzoo, “2018 Global Games Market Report,” [Online]. Available: https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2018-light-version/, Accessed on: Jul. 12, 2019
- Ankara Kalkınma Ajansı, Dijital Oyun Sektörü Raporu, 2016. [Online]. Available: http://www.ankaraka.org.tr/tr/dijital-oyun-sektoru-raporu_3414.html, Accessed on: Dec. 10, 2017
- Steam, “Steam: Game and Player Statistics,” [Online]. Available: http://store.steampowered.com/stats/?l=turkish, Accessed on: Jul. 12, 2019
- Samat S, Google Play turns 5 today!, 2017. [Online]. Available: https://blog.google/products/google-play/google-play-turns-5-today/, Accessed on: 12 Dec. 2017
- Google Play, “Oyunlar Kategorisinde En Popüler Ücretsiz Uygulamalar,” [Online], Available: https://play.google.com/store/apps/category/GAME/collection/topselling_free?hl=tr, Accessed on: 12 Dec. 2017
- Google Play, “Subway Surfers,” [Online]. Available: https://play.google.com/store/apps/details?id=com.kiloo.subwaysurf, Accessed on: 12 Dec. 2017
- Google Play, “Benim Konuşan Tom'um,” [Online]. Available: https://play.google.com/store/apps/details?id=com.outfit7.mytalkingtomfree, Accessed on: 12 Dec. 2017
- Google Play, “Candy Crush Saga,” [Online]. Available: https://play.google.com/store/apps/details?id=com.king.candycrushsaga, Accessed on: 12 Dec. 2017
- Google Play, “Temple Run 2,” [Online]. Available: https://play.google.com/store/apps/details?id=com.imangi.templerun2, Accessed on: 12 Dec. 2017
- Google Play, “Minion Rush,” [Online]. Available: https://play.google.com/store/apps/details?id=com.gameloft.android.ANMP.GloftDMHM, Accessed on: 12 Dec. 2017
- M.E. Korkusuz, A. KARAMETE, "Eğitsel Oyun Geliştirme Modelleri," Necatibey Eğitim Fakültesi Elektronik Fen ve Matematik Eğitimi Dergisi, vol. 7, no. 2, pp. 78-109, Dec. 2013
- L. Çelik, “Öğretim Materyallerinin Hazırlanması Ve Seçimi,” in Öğretim Teknolojileri ve Materyal Tasarımı, Ankara, Turkey: Pegem A, 2007, pp. 27-66.
- Güvenli Web, Bilgi Teknolojileri ve İletişim Kurumu, Dijital Oyunlar Raporu, 2017. [Online]. Available: www.guvenliweb.org.tr/dosya/82MsL.pdf/indir, Accessed on: 13 Nov 2017
- A. Bozkurt, “Homo Ludens: Dijital Oyunlar ve Eğitim,” Eğitim Teknolojileri Araştırmaları Dergisi, vol. 5, no. 1, pp. 1-21, 2014
- M. D. Griffiths, “The educational benefits of videogames,” Education and Health, vol. 20, no. 3, pp. 47-51, 2002
- D. G. Oblinger, “The Next Generation of Educational Engagement,” Journal of Intercrative Media in Education, no. 2004.8, pp. 1-18, 2004
- D. Bavelier, R. J. Davidson, “Brain Training: Games to do You Good,” Nature, vol. 494, pp. 425-426, 2013
- A. Y. Irmak, S. Erdoğan, “Ergen ve Genç Erişkinlerde Dijital Oyun Bağımlılığı:Güncel Bir Bakış,” Türk Psikiyatri Dergisi, vol. 27, no. 2, pp. 128-137, 2016
- L. Kay Bartholomew et al., “Partners in school asthma management: evaluation of a self‐management program for children with asthma,” Journal of School Health, vol. 76, no. 6, pp. 283-290, 2006
- P. P. Parker, “Learning when Using Commercial Computer Games as Simulations: A Case Study Using a Simulation Game,” in Affective and Emotional Aspects of Human-Computer Interaction, Amsterdam, Netherlands, IOS Press, 2006, pp. 113-135
- I. Mayer, G. Brekebrede, "Serious games and simulation based e-learning for infrastructure management," in Affective and Emotional Aspects of Human-Computer Interaction, Amsterdam, Netherlands, IOS Press, 2006, pp. 136-151
- Y. T. C. Yang, “Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation,” Computers & Education, vol. 59, no. 2, pp. 365-377, 2012
- J. Torrente et al. (2009). Game-like simulations for online adaptive learning: a case study. Presented at International Conference on Technologies for E-Learning and Digital Entertainment, Springer, Berlin, Heidelberg, pp. 162–173 [Online]. Available: https://link.springer.com/chapter/10.1007/978-3-642-03364-3_21
- D. Alan, “Dijital oyun tabanlı yaklaşım ile yazılım geliştirme öğretimi,” M.S. thesis, Dept. Inf. Tech. Eng., Selçuk Univ., Konya, Turkey, 2017.
- M. Navruz et al. (2018). Developing An Educational Digital Game By Using Construct 2. Presented at International Conference on Advanced Technologies, Antalya, pp. 59, [Online]. Available: https://www.icatsconf.org/uploads/files2/ICAT18_Abstract_Book_V2.pdf
- K. Kiili, “Digital game-based learning: Towards an experiential gaming model,” The Internet and Higher Education, vol. 8, no. 1, pp. 13-24, 2005
- C. Pelletier. (2005). Studying games in school: A framework for media education. Presented at 2005 DiGRA International Conference: Changing Views: Worlds in Play. [Online], Available: http://www.digra.org/wp-content/uploads/digital-library/06278.32248.pdf
- C. S. Ang, R. K. Rao, “Computer game theories for designing motivating educational software: A survey study,” International Journal on E-Learning, vol. 7, no. 2, pp. 181-199, 2008
- T.C. Milli Eğitim Bakanlığı, Matematik Dersi Öğretim Programı, Ankara, Turkey, 2017, pp. 20-80.
- Scirra, “Construct 2 Testing and Publishing” [Online]. Available: https://www.scirra.com/manual/122/testing-and-publishing Accessed on: 20 Jul 2019
DESIGN AND DEVELOPMENT OF AN EDUCATIONAL DIGITAL GAME BASED ON MATHEMATICS COURSE TRANSFORMATION GEOMETRY
Year 2019,
, 88 - 95, 31.12.2019
Mustafa Navruz
,
Şakir Taşdemir
Abstract
The digital gaming industry is growing rapidly both economically and in terms of the masses it is influencing. This growth in the sector makes digital games effective in culture and education. In order to use this effect in a beneficial way, it is necessary to be included in the sector. In this research, 8th grade mathematics curriculum a game called “Simetri” has been developed for the purpose of reinforcing the acquisitions of the transformation Geometry subject. The works and processes performed during the development are discussed in this article. The basic structure of the game; it is based on the process of automatically generating the image after the correct clicking of the corners of the image which will result from the reflection of the polygons drawn on the squared paper, dot paper and the coordinate plane with respect to the determined axis of symmetry. There are different difficulty stages within the game and separate levels within these stages. There is also a scoring system in the game and new records are kept. Although the game is mainly based on the concept of reflection, it is open to further development of the concept of translation and the solution of more complex problems.
References
- Prensky M, “Fun, play and games: What makes games engaging,” in Digital Game-Based Learning, US: McGraw-Hill, 2001.
- Newzoo, “2018 Global Games Market Report,” [Online]. Available: https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2018-light-version/, Accessed on: Jul. 12, 2019
- Ankara Kalkınma Ajansı, Dijital Oyun Sektörü Raporu, 2016. [Online]. Available: http://www.ankaraka.org.tr/tr/dijital-oyun-sektoru-raporu_3414.html, Accessed on: Dec. 10, 2017
- Steam, “Steam: Game and Player Statistics,” [Online]. Available: http://store.steampowered.com/stats/?l=turkish, Accessed on: Jul. 12, 2019
- Samat S, Google Play turns 5 today!, 2017. [Online]. Available: https://blog.google/products/google-play/google-play-turns-5-today/, Accessed on: 12 Dec. 2017
- Google Play, “Oyunlar Kategorisinde En Popüler Ücretsiz Uygulamalar,” [Online], Available: https://play.google.com/store/apps/category/GAME/collection/topselling_free?hl=tr, Accessed on: 12 Dec. 2017
- Google Play, “Subway Surfers,” [Online]. Available: https://play.google.com/store/apps/details?id=com.kiloo.subwaysurf, Accessed on: 12 Dec. 2017
- Google Play, “Benim Konuşan Tom'um,” [Online]. Available: https://play.google.com/store/apps/details?id=com.outfit7.mytalkingtomfree, Accessed on: 12 Dec. 2017
- Google Play, “Candy Crush Saga,” [Online]. Available: https://play.google.com/store/apps/details?id=com.king.candycrushsaga, Accessed on: 12 Dec. 2017
- Google Play, “Temple Run 2,” [Online]. Available: https://play.google.com/store/apps/details?id=com.imangi.templerun2, Accessed on: 12 Dec. 2017
- Google Play, “Minion Rush,” [Online]. Available: https://play.google.com/store/apps/details?id=com.gameloft.android.ANMP.GloftDMHM, Accessed on: 12 Dec. 2017
- M.E. Korkusuz, A. KARAMETE, "Eğitsel Oyun Geliştirme Modelleri," Necatibey Eğitim Fakültesi Elektronik Fen ve Matematik Eğitimi Dergisi, vol. 7, no. 2, pp. 78-109, Dec. 2013
- L. Çelik, “Öğretim Materyallerinin Hazırlanması Ve Seçimi,” in Öğretim Teknolojileri ve Materyal Tasarımı, Ankara, Turkey: Pegem A, 2007, pp. 27-66.
- Güvenli Web, Bilgi Teknolojileri ve İletişim Kurumu, Dijital Oyunlar Raporu, 2017. [Online]. Available: www.guvenliweb.org.tr/dosya/82MsL.pdf/indir, Accessed on: 13 Nov 2017
- A. Bozkurt, “Homo Ludens: Dijital Oyunlar ve Eğitim,” Eğitim Teknolojileri Araştırmaları Dergisi, vol. 5, no. 1, pp. 1-21, 2014
- M. D. Griffiths, “The educational benefits of videogames,” Education and Health, vol. 20, no. 3, pp. 47-51, 2002
- D. G. Oblinger, “The Next Generation of Educational Engagement,” Journal of Intercrative Media in Education, no. 2004.8, pp. 1-18, 2004
- D. Bavelier, R. J. Davidson, “Brain Training: Games to do You Good,” Nature, vol. 494, pp. 425-426, 2013
- A. Y. Irmak, S. Erdoğan, “Ergen ve Genç Erişkinlerde Dijital Oyun Bağımlılığı:Güncel Bir Bakış,” Türk Psikiyatri Dergisi, vol. 27, no. 2, pp. 128-137, 2016
- L. Kay Bartholomew et al., “Partners in school asthma management: evaluation of a self‐management program for children with asthma,” Journal of School Health, vol. 76, no. 6, pp. 283-290, 2006
- P. P. Parker, “Learning when Using Commercial Computer Games as Simulations: A Case Study Using a Simulation Game,” in Affective and Emotional Aspects of Human-Computer Interaction, Amsterdam, Netherlands, IOS Press, 2006, pp. 113-135
- I. Mayer, G. Brekebrede, "Serious games and simulation based e-learning for infrastructure management," in Affective and Emotional Aspects of Human-Computer Interaction, Amsterdam, Netherlands, IOS Press, 2006, pp. 136-151
- Y. T. C. Yang, “Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation,” Computers & Education, vol. 59, no. 2, pp. 365-377, 2012
- J. Torrente et al. (2009). Game-like simulations for online adaptive learning: a case study. Presented at International Conference on Technologies for E-Learning and Digital Entertainment, Springer, Berlin, Heidelberg, pp. 162–173 [Online]. Available: https://link.springer.com/chapter/10.1007/978-3-642-03364-3_21
- D. Alan, “Dijital oyun tabanlı yaklaşım ile yazılım geliştirme öğretimi,” M.S. thesis, Dept. Inf. Tech. Eng., Selçuk Univ., Konya, Turkey, 2017.
- M. Navruz et al. (2018). Developing An Educational Digital Game By Using Construct 2. Presented at International Conference on Advanced Technologies, Antalya, pp. 59, [Online]. Available: https://www.icatsconf.org/uploads/files2/ICAT18_Abstract_Book_V2.pdf
- K. Kiili, “Digital game-based learning: Towards an experiential gaming model,” The Internet and Higher Education, vol. 8, no. 1, pp. 13-24, 2005
- C. Pelletier. (2005). Studying games in school: A framework for media education. Presented at 2005 DiGRA International Conference: Changing Views: Worlds in Play. [Online], Available: http://www.digra.org/wp-content/uploads/digital-library/06278.32248.pdf
- C. S. Ang, R. K. Rao, “Computer game theories for designing motivating educational software: A survey study,” International Journal on E-Learning, vol. 7, no. 2, pp. 181-199, 2008
- T.C. Milli Eğitim Bakanlığı, Matematik Dersi Öğretim Programı, Ankara, Turkey, 2017, pp. 20-80.
- Scirra, “Construct 2 Testing and Publishing” [Online]. Available: https://www.scirra.com/manual/122/testing-and-publishing Accessed on: 20 Jul 2019