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Year 2014, Volume: 11 Issue: 1, 71 - 84, 03.05.2014

Abstract

Gamification applications appear as the new face of education in the information age. In recent years, the business sector is giving more emphasis on continuous learning and in-company training, but also faces the problem of scarce resources and time. Gamification which supports learning at work, is a practical solution to the emerging needs of qualified personnel and an ideal method to achieve positive outcomes for education of adults. Internalization and practice opportunities are major conditions of adult education, can be provided with gamification. It is known that, extrinsic motivators such as scoring, leveling, and award system help individualsto adopt and get addicted to the games. Gamification is an alternative model of distance education applications so as to convert extrinsic motivators to intrinsic motivation. Gamification supported by mobile technologies also has the potential to reach a mass users group.

References

  • Deterling, S. (2011). Meaningful Play: Getting Gamification Right. [Online video]. http:// www.youtube.com/watch?v=7ZGCPap7GkY, ET:29.01.2013.
  • Deterling, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, Mayıs 7-12). Gamification: Toward a Definition. 05 14, 2013 tarihinde gamification-research.org: http://gamification-research.org/wp-content/uploads/2011/04/02-Deterding-Khaled-NackeDixon.pdf adresinden alındı
  • Ding, Y., Jacob, E. K., Zhang, Z., Foo, S., Yan, E., George, N. L., & Lijiang, G. (2009). Perspectives on social tagging. Journal of the American Society for Information Science and Technology, 60(12), 2388–2401.
  • El-Khuffash, A. (2012). Gamification. 25.02.2014: http://www.el-khuffash.com/gamification/gamification_report.pdf.
  • European_Commision. (2012). Towards a compatitive European Internet Industry- Final Study Report. Belgium: European Commision.
  • Fleming, N. (2012, 12 5). BBC. Gamification: Is it game over?: 24.02.2014 tarihinde http:// www.bbc.com/future/story/20121204-can-gaming-transform-your-life adresinden alındı
  • Google. (2013, 2013 21). 2013 21, 2013 tarihinde http://www.google.com/trends/: http:// www.google.com/trends/explore?hl=en#q=gamification adresinden alındı
  • Ivetic, D., & Petrovic, V. (2012). Gamifying Education: A Proposed Taxonomy of Satisfaction Metrics. Conference proceedings of “eLearning and Software for Education” (s. 345-350). Novi Sad, Serbia: University of Novi Sad.
  • JUXT. (2013). The Hunt Reality Game. 07 03, 2013 tarihinde http://www.juxt.com/: http:// www.juxt.com/work/20/the-hunt-reality-game adresinden alındı
  • Kothar, S. (2012, 04 10). Language Quality Game - Player Instructions. 07 03, 2013 tarihinde http://social.technet.microsoft.com/: http://social.technet.microsoft.com/wiki/contents/articles/9301.language-quality-game-player-instructions.aspx adresinden alındı KudosBadges. (2013). Kudos Badges Leaderboard. 07 02, 2013 tarihinde http://www. kudosbadges.com: http://www.kudosbadges.com/domino/isw/kudos/kudos.nsf/vtitle-sub/Kudos%20Badges%20Leaderboard?OpenDocument adresinden alındı
  • Landers, R. N., & Callan, R. C. (2012). Training evaluation in virtual worlds: Development of a Model. Journal of Virtual Worlds Research 5(3), 1-20.
  • Maksumoto, T. (2012, November 19-21). Possibility of e-learning education that uses the gamification. International Conference of Education, Research and Innovation (s. 3310-3314). Madrid: ICERI2012 Proceedings.
  • Miser, R. (2002). Küreselleşem dünyada yetişkin eğitimi. Ankara Üniversitesi Eğitim Bilimleri Fakültesi Dergisi, 35, 55-60.
  • Muntean, C. I. (2011). Raising engagement in e-learning through gamification. The 6th International Conference on Virtual.
  • Mutlu, N. D. (2006). Yetişkin eğitimi. 25.01.2013 tarihinde www.cte-epem.adalet.gov.tr adresinden alındı.
  • O’Donovan, S. (2012). Gamification of the Games Course. echnical Report CS12-04-00, Department of Computer Science, University of Cape Town.
  • Pavoordt, P. v. (2012). Gamifcation of Education. http://www.cs.vu.nl/~eliens/sg/local/ essay/12/17.pdf.
  • Robertson, M. (2010). Can’t play, won’t play. Hide & Seek: Inventing New Kinds of Play, http://www.hideandseek.net/2010/10/06/cant-play-wont-play/.
  • Schacht, M., & Schacht, S. (2012). Start the Game: Increasing User Experience of Enterprise Systems Following a Gamification Mechanism. A. Maedche, A. Botzenhardt, & L. Neer içinde, Software for People (s. 181-199). Springer-Verlag Berlin Heidelberg: Springer Berlin Heidelberg.
  • Scott Nicholson. (2012). A User-Centered Theoretical Framework for Meaningful Gamification. Games Learning Society 8.0, Syracuse University.
  • Singh, S. P. (2012). Gamification: A Strategic Tool for Organizational Effectiveness. International Journal of Management 1(1), 108-113.
  • Xu, G. (2011). Social networking sites, Web 2.0 technologies and e-learning. Thesis of Master of Computing at Unitec Institute of Technology, 12-123.
Year 2014, Volume: 11 Issue: 1, 71 - 84, 03.05.2014

Abstract

References

  • Deterling, S. (2011). Meaningful Play: Getting Gamification Right. [Online video]. http:// www.youtube.com/watch?v=7ZGCPap7GkY, ET:29.01.2013.
  • Deterling, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, Mayıs 7-12). Gamification: Toward a Definition. 05 14, 2013 tarihinde gamification-research.org: http://gamification-research.org/wp-content/uploads/2011/04/02-Deterding-Khaled-NackeDixon.pdf adresinden alındı
  • Ding, Y., Jacob, E. K., Zhang, Z., Foo, S., Yan, E., George, N. L., & Lijiang, G. (2009). Perspectives on social tagging. Journal of the American Society for Information Science and Technology, 60(12), 2388–2401.
  • El-Khuffash, A. (2012). Gamification. 25.02.2014: http://www.el-khuffash.com/gamification/gamification_report.pdf.
  • European_Commision. (2012). Towards a compatitive European Internet Industry- Final Study Report. Belgium: European Commision.
  • Fleming, N. (2012, 12 5). BBC. Gamification: Is it game over?: 24.02.2014 tarihinde http:// www.bbc.com/future/story/20121204-can-gaming-transform-your-life adresinden alındı
  • Google. (2013, 2013 21). 2013 21, 2013 tarihinde http://www.google.com/trends/: http:// www.google.com/trends/explore?hl=en#q=gamification adresinden alındı
  • Ivetic, D., & Petrovic, V. (2012). Gamifying Education: A Proposed Taxonomy of Satisfaction Metrics. Conference proceedings of “eLearning and Software for Education” (s. 345-350). Novi Sad, Serbia: University of Novi Sad.
  • JUXT. (2013). The Hunt Reality Game. 07 03, 2013 tarihinde http://www.juxt.com/: http:// www.juxt.com/work/20/the-hunt-reality-game adresinden alındı
  • Kothar, S. (2012, 04 10). Language Quality Game - Player Instructions. 07 03, 2013 tarihinde http://social.technet.microsoft.com/: http://social.technet.microsoft.com/wiki/contents/articles/9301.language-quality-game-player-instructions.aspx adresinden alındı KudosBadges. (2013). Kudos Badges Leaderboard. 07 02, 2013 tarihinde http://www. kudosbadges.com: http://www.kudosbadges.com/domino/isw/kudos/kudos.nsf/vtitle-sub/Kudos%20Badges%20Leaderboard?OpenDocument adresinden alındı
  • Landers, R. N., & Callan, R. C. (2012). Training evaluation in virtual worlds: Development of a Model. Journal of Virtual Worlds Research 5(3), 1-20.
  • Maksumoto, T. (2012, November 19-21). Possibility of e-learning education that uses the gamification. International Conference of Education, Research and Innovation (s. 3310-3314). Madrid: ICERI2012 Proceedings.
  • Miser, R. (2002). Küreselleşem dünyada yetişkin eğitimi. Ankara Üniversitesi Eğitim Bilimleri Fakültesi Dergisi, 35, 55-60.
  • Muntean, C. I. (2011). Raising engagement in e-learning through gamification. The 6th International Conference on Virtual.
  • Mutlu, N. D. (2006). Yetişkin eğitimi. 25.01.2013 tarihinde www.cte-epem.adalet.gov.tr adresinden alındı.
  • O’Donovan, S. (2012). Gamification of the Games Course. echnical Report CS12-04-00, Department of Computer Science, University of Cape Town.
  • Pavoordt, P. v. (2012). Gamifcation of Education. http://www.cs.vu.nl/~eliens/sg/local/ essay/12/17.pdf.
  • Robertson, M. (2010). Can’t play, won’t play. Hide & Seek: Inventing New Kinds of Play, http://www.hideandseek.net/2010/10/06/cant-play-wont-play/.
  • Schacht, M., & Schacht, S. (2012). Start the Game: Increasing User Experience of Enterprise Systems Following a Gamification Mechanism. A. Maedche, A. Botzenhardt, & L. Neer içinde, Software for People (s. 181-199). Springer-Verlag Berlin Heidelberg: Springer Berlin Heidelberg.
  • Scott Nicholson. (2012). A User-Centered Theoretical Framework for Meaningful Gamification. Games Learning Society 8.0, Syracuse University.
  • Singh, S. P. (2012). Gamification: A Strategic Tool for Organizational Effectiveness. International Journal of Management 1(1), 108-113.
  • Xu, G. (2011). Social networking sites, Web 2.0 technologies and e-learning. Thesis of Master of Computing at Unitec Institute of Technology, 12-123.

YETİŞKİN EĞİTİMİNDE YENİ BİR YAKLAŞIM: OYUNLAŞTIRMA

Year 2014, Volume: 11 Issue: 1, 71 - 84, 03.05.2014

Abstract

Oyunlaştırma uygulamaları bilgi çağında eğitimin yeni yüzü olarak karşımıza çıkmaktadır.
Son yıllarda iş sektörü sürekli öğrenmeye ve şirket içi eğitimlere daha çok
önem vermektedir ancak, kıt kaynaklar ve zaman problemiyle de karşı karşıyadır.
Ortaya çıkan kalifiye personel ihtiyacına pratik bir çözüm yolu olarak iş başında
öğrenmeyi destekleyen oyunlaştırma, özellikle yetişkin bireylerin eğitimde olumlu
çıktılar elde etmek için ideal bir metottur. Yetişkinlerde öğrenmenin birincil şartı olan
içselleştirme ve pratik olanağı, oyunlaştırma ile sağlanabilmektedir. Oyunlarda yer
alan puan verme, seviye atlama, ödül sistemi gibi dışsal güdüleyicilerin bireylerde
içselleştiği ve bağımlılık meydana getirdikleri bilinmektedir. Bu dışsal güdüleri içsel
motivasyona dönüştüren oyunlaştırma uygulamaları uzaktan eğitimin alternatif bir
modeli olarak kullanılmaktadır. Mobil teknolojilerle de desteklenen oyunlaştırma,
çok geniş bir kullanıcı kitlesine ulaşma potansiyeline de sahiptir

References

  • Deterling, S. (2011). Meaningful Play: Getting Gamification Right. [Online video]. http:// www.youtube.com/watch?v=7ZGCPap7GkY, ET:29.01.2013.
  • Deterling, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, Mayıs 7-12). Gamification: Toward a Definition. 05 14, 2013 tarihinde gamification-research.org: http://gamification-research.org/wp-content/uploads/2011/04/02-Deterding-Khaled-NackeDixon.pdf adresinden alındı
  • Ding, Y., Jacob, E. K., Zhang, Z., Foo, S., Yan, E., George, N. L., & Lijiang, G. (2009). Perspectives on social tagging. Journal of the American Society for Information Science and Technology, 60(12), 2388–2401.
  • El-Khuffash, A. (2012). Gamification. 25.02.2014: http://www.el-khuffash.com/gamification/gamification_report.pdf.
  • European_Commision. (2012). Towards a compatitive European Internet Industry- Final Study Report. Belgium: European Commision.
  • Fleming, N. (2012, 12 5). BBC. Gamification: Is it game over?: 24.02.2014 tarihinde http:// www.bbc.com/future/story/20121204-can-gaming-transform-your-life adresinden alındı
  • Google. (2013, 2013 21). 2013 21, 2013 tarihinde http://www.google.com/trends/: http:// www.google.com/trends/explore?hl=en#q=gamification adresinden alındı
  • Ivetic, D., & Petrovic, V. (2012). Gamifying Education: A Proposed Taxonomy of Satisfaction Metrics. Conference proceedings of “eLearning and Software for Education” (s. 345-350). Novi Sad, Serbia: University of Novi Sad.
  • JUXT. (2013). The Hunt Reality Game. 07 03, 2013 tarihinde http://www.juxt.com/: http:// www.juxt.com/work/20/the-hunt-reality-game adresinden alındı
  • Kothar, S. (2012, 04 10). Language Quality Game - Player Instructions. 07 03, 2013 tarihinde http://social.technet.microsoft.com/: http://social.technet.microsoft.com/wiki/contents/articles/9301.language-quality-game-player-instructions.aspx adresinden alındı KudosBadges. (2013). Kudos Badges Leaderboard. 07 02, 2013 tarihinde http://www. kudosbadges.com: http://www.kudosbadges.com/domino/isw/kudos/kudos.nsf/vtitle-sub/Kudos%20Badges%20Leaderboard?OpenDocument adresinden alındı
  • Landers, R. N., & Callan, R. C. (2012). Training evaluation in virtual worlds: Development of a Model. Journal of Virtual Worlds Research 5(3), 1-20.
  • Maksumoto, T. (2012, November 19-21). Possibility of e-learning education that uses the gamification. International Conference of Education, Research and Innovation (s. 3310-3314). Madrid: ICERI2012 Proceedings.
  • Miser, R. (2002). Küreselleşem dünyada yetişkin eğitimi. Ankara Üniversitesi Eğitim Bilimleri Fakültesi Dergisi, 35, 55-60.
  • Muntean, C. I. (2011). Raising engagement in e-learning through gamification. The 6th International Conference on Virtual.
  • Mutlu, N. D. (2006). Yetişkin eğitimi. 25.01.2013 tarihinde www.cte-epem.adalet.gov.tr adresinden alındı.
  • O’Donovan, S. (2012). Gamification of the Games Course. echnical Report CS12-04-00, Department of Computer Science, University of Cape Town.
  • Pavoordt, P. v. (2012). Gamifcation of Education. http://www.cs.vu.nl/~eliens/sg/local/ essay/12/17.pdf.
  • Robertson, M. (2010). Can’t play, won’t play. Hide & Seek: Inventing New Kinds of Play, http://www.hideandseek.net/2010/10/06/cant-play-wont-play/.
  • Schacht, M., & Schacht, S. (2012). Start the Game: Increasing User Experience of Enterprise Systems Following a Gamification Mechanism. A. Maedche, A. Botzenhardt, & L. Neer içinde, Software for People (s. 181-199). Springer-Verlag Berlin Heidelberg: Springer Berlin Heidelberg.
  • Scott Nicholson. (2012). A User-Centered Theoretical Framework for Meaningful Gamification. Games Learning Society 8.0, Syracuse University.
  • Singh, S. P. (2012). Gamification: A Strategic Tool for Organizational Effectiveness. International Journal of Management 1(1), 108-113.
  • Xu, G. (2011). Social networking sites, Web 2.0 technologies and e-learning. Thesis of Master of Computing at Unitec Institute of Technology, 12-123.
There are 22 citations in total.

Details

Primary Language TR
Journal Section Articles
Authors

Zeynep Gökkaya

Zeynep Gökkaya

Publication Date May 3, 2014
Published in Issue Year 2014 Volume: 11 Issue: 1

Cite

APA Gökkaya, Z., & Gökkaya, Z. (2014). YETİŞKİN EĞİTİMİNDE YENİ BİR YAKLAŞIM: OYUNLAŞTIRMA. HAYEF Journal of Education, 11(1), 71-84.
AMA Gökkaya Z, Gökkaya Z. YETİŞKİN EĞİTİMİNDE YENİ BİR YAKLAŞIM: OYUNLAŞTIRMA. HAYEF Journal of Education. May 2014;11(1):71-84.
Chicago Gökkaya, Zeynep, and Zeynep Gökkaya. “YETİŞKİN EĞİTİMİNDE YENİ BİR YAKLAŞIM: OYUNLAŞTIRMA”. HAYEF Journal of Education 11, no. 1 (May 2014): 71-84.
EndNote Gökkaya Z, Gökkaya Z (May 1, 2014) YETİŞKİN EĞİTİMİNDE YENİ BİR YAKLAŞIM: OYUNLAŞTIRMA. HAYEF Journal of Education 11 1 71–84.
IEEE Z. Gökkaya and Z. Gökkaya, “YETİŞKİN EĞİTİMİNDE YENİ BİR YAKLAŞIM: OYUNLAŞTIRMA”, HAYEF Journal of Education, vol. 11, no. 1, pp. 71–84, 2014.
ISNAD Gökkaya, Zeynep - Gökkaya, Zeynep. “YETİŞKİN EĞİTİMİNDE YENİ BİR YAKLAŞIM: OYUNLAŞTIRMA”. HAYEF Journal of Education 11/1 (May 2014), 71-84.
JAMA Gökkaya Z, Gökkaya Z. YETİŞKİN EĞİTİMİNDE YENİ BİR YAKLAŞIM: OYUNLAŞTIRMA. HAYEF Journal of Education. 2014;11:71–84.
MLA Gökkaya, Zeynep and Zeynep Gökkaya. “YETİŞKİN EĞİTİMİNDE YENİ BİR YAKLAŞIM: OYUNLAŞTIRMA”. HAYEF Journal of Education, vol. 11, no. 1, 2014, pp. 71-84.
Vancouver Gökkaya Z, Gökkaya Z. YETİŞKİN EĞİTİMİNDE YENİ BİR YAKLAŞIM: OYUNLAŞTIRMA. HAYEF Journal of Education. 2014;11(1):71-84.