Otizm Spektrum Bozukluğu Olan Bireylere Dil Öğretimi Desteği İçin Ciddi Oyun Tasarımı ve Uygulaması
Year 2024,
Volume: 6 Issue: 2, 60 - 69, 30.12.2024
Nuray Altinok
,
Nursal Arıcı
Abstract
Otizm spektrum bozukluğu tanısı olan bir birey, sosyal ilişkiler ve iletişim konusunda ciddi güçlükler yaşamaktadır. Bu bireylerin eğitiminde, ikinci bir dili öğrenip karıştırmadan sade bir şekilde kullanabilmesi zor bir süreçtir. Bu nedenle, bu sürece başlamadan önce özel gereksinimli bireylerin ana dillerini aktif olarak kullanabilmeleri ve kendilerini rahatça ifade edebilmeleri önemlidir. Evrensel bir kavram olarak oyun kavramı günümüz teknolojileri göz önüne alındığında tüm yaş gruplarından insanlar için ucuz ve ulaşılabilir eğlence sunan bir boyut kazanarak büyük bir oyun endüstrisi haline gelmiştir. Gelişen bu endüstri içerisinde oyunun amacının sadece eğlence olmayıp kullanıcıların kişisel ve sosyal gelişime destek verme, bireylerin zayıf ya da güçlü yönlerini geliştirme fikirlerinin ortaya çıkması ile ciddi oyun (serious games) kavramı ortaya çıkmıştır. Geliştirilen ciddi oyunlar ile kişilere eğlence amacının ötesinde bireysel ve sosyal gelişimine katkı sağlanması amaçlanmıştır. Bu çalışmada, gerekli yeterliliğe sahip otizm spektrum bozukluğu (OSB) olan bireylere dil öğretimi desteği sağlamak amacıyla ciddi oyunların nasıl tasarlandığı ve uygulandığı incelenmektedir. OSB'li bireylerin eğitimde karşılaştıkları zorluklar, ciddi oyunların bu zorlukları aşmada nasıl etkili olabileceği ve başarılı bir oyun tasarımının temel ilkeleri ele alınacaktır. Ayrıca, OSB’li bireyler için tasarlanan ciddi oyunun diğerlerinden farkı ortaya konulmaya çalışılacaktır.
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Year 2024,
Volume: 6 Issue: 2, 60 - 69, 30.12.2024
Nuray Altinok
,
Nursal Arıcı
References
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- 2. Morris-Rosendahl, D.J., (2020). Neurodevelopmental disorders—the history and future of a diagnostic concept. Dialog-. Clin. Neurosci. 22, 65–72. https://doi.org/10.31887/ DCNS.2020.22.1/macrocq.
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- 26. Whyte, E. M., Smyth, J. M., & Scherf, K. S. (2015). Designing serious game interventions for individuals with autism. Journal of autism and developmental disorders, 45, 3820-3831.
- 27. De Freitas, S. (2006). Using games and simulations for supporting learning. Learning, Media, and Technology, 31(4), 343–358.
- 28. Catalano, C. E., Luccini, A. M., & Mortara, M. (2014). Best practices for effective design and evaluation of serious games. International Journal of Serious Games, 1(1), e1–e13.
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- 30. Baranowski, T., Buday, R., Thompson, D., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. American Journal of Preventative Medicine, 34(1), 74.e10–82.e10.
- 31. Ryan, R., & Deci, E. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and wellbeing. American Psychologist, 55(1), 68–78.
- 32. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 39(4), 344–360.
- 33. Barab, S., Thomas, M., Dodge, T., Cartaeux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86–107.
- 34. Vygotsky, L. (1933/1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
- 35. Wouters, P., Paas, F., & Van Merrienboer, J. J. G. (2008). How to optimize learning from animated models: A review of guidelines based on cognitive load. Review of Educational Research, 78(3), 645–675.
- 36. Z. Zainuddin, M. Shujahat, H. Haruna, and S. K. W. Chu, (2020), “The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system,” Comput. Educ., vol. 145, 103729.
- 37. Durdu E., (2022). Etkı̇leşı̇mlı̇ eğı̇tsel oyun kullanarak ı̇yı̇leştı̇rı̇cı̇ müdahalenı̇n otı̇zm spektrum bozukluğu olan öğrencı̇lere etkı̇lerı̇, Yüksek Lisans Tezi, Süleyman Demirel Üniversitesi.
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- 39. Khowaja, K., Salim, S. S., (2020), A framework to design vocabulary‑based serious games for children with autism spectrum disorder (ASD), Universal Access in the Information Society, 19, 739–781
- 40. Kokol, P., Voˇsner, H.B., Zavrˇsnik, J., Vermeulen, J., Shohieb, S., Peinemann, F., (2020). Serious game-based intervention for children with developmental disabilities. Curr. Pedia Rev. 16, 26–32. https://doi.org/10.2174/1573396315666190808115238.
- 41. Dewhirst, A., Laugharne, R., Shankar, R., 2022. Therapeutic use of serious games in mental health: scoping review. BJPsych Open 8, e37. https://doi.org/10.1192/ bjo.2022.4.
- 42. Vallefuoco, E., Bravaccio, C., Gison, G., Pecchia, L., Pepino, A., 2022. Personalized training via serious game to improve daily living skills in pediatric patients with autism spectrum disorder. IEEE J. Biomed. Health Inf. 26, 3312–3322. https://doi. org/10.1109/JBHI.2022.3155367.
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- 44. Google Play. “Happy Frog”. (Erişim Tarihi:04.09.2024).
https://play.google.com/store/apps/details?id=com.vinstone.happyfrog&hl=tr
45. The Social Express. (Erişim Tarihi:09.09.2024). https://socialexpress.com/
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https://play.google.com/store/apps/details?id=com.originatorkids.EndlessAlphabet&hl=en
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https://play.google.com/store/apps/details?id=com.originatorkids.EndlessReader&hl=en
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- 55. Khowaja, K., Al-Thani, D., Salim, S. S., (2018), Vocabulary Learning of Children With Autism Spectrum Disorder (ASD): From the Development to an Evaluation of Serious Game Prototype, 12th European Conference on Game-Based Learning,11,288-298