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Dil öğretiminde dijital eğitim materyalleri: Kitap ve oyun

Year 2023, Issue: Ö13, 112 - 126, 23.10.2023
https://doi.org/10.29000/rumelide.1379034

Abstract

Dijital çağın beraberinde getirdiği teknolojik gelişmeler, bilgi ve eğlence alanını dijital materyallerle büyük ölçüde genişletmiştir. Bu materyaller arasında özellikle kitaplar ve oyunlar, insan hayatının önemli birer unsuru haline gelmiştir. Dijital kitaplar, geleneksel basılı kitaplara kıyasla pek çok yararlı kullanım alanı sunmaktadır. Öncelikle, dijital kitaplar bilgiye hızlı ve kolay erişim sağlamaktadır. İnternet aracılığıyla dünyanın herhangi bir yerinden istenilen kitaba ulaşmayı kolaylaştırmaktadır. Ayrıca, dijital kitapların kolay taşınması ve alan kaplamaması gibi avantajları, insanların yanlarında bir kütüphane taşımasına olanak tanımaktadır. Bununla birlikte, dijital oyunlar da çağdaş eğitim için vazgeçilmez bir öğrenme aracı haline gelmiştir. Oyunlar, yalnızca eğlence fırsatları sunmazken; aynı zamanda öğrenme, problem çözme ve takım çalışması gibi yetenekleri geliştirme olanağı sağlamaktadır. Özellikle eğitim amaçlı kullanılan öğretici oyunlar, ders içeriğini daha keyifli ve etkileşimli bir şekilde öğretme konusunda önemli avantajlar sunmaktadır. Ancak dijital kitaplar ve oyunlar birçok fayda sağlamasına rağmen, geleneksel yöntemlerin de taşıdığı bazı değerli özelliklere sahip olmadığı söylenebilir. Kitapların elle dokunulabilirliği, basılı kitaplarla geçirilen sessiz ve düşünceli anlar, dijital materyallerin duygusal bağ kurma yeteneğini sınırlayabilir. Benzer şekilde, yüz yüze oynanan oyunların sunduğu etkileşimli deneyimler, dijital oyunlarda aynı şekilde yaşanmayabilir. Bu bağlamda bu çalışma, dil öğretiminde dijital kitaplar ve oyunların olumlu ve olumsuz yönlerini ele alarak bilgiler sunmayı amaçlamaktadır.

References

  • Abbott, W., ve Kelly, K. (2004). Sooner or later! have e-books turned the page?. In VALA Conference sunulan bildiri. Australia, Melbourne.
  • Annetta, L. A. (2008). Video games in education: Why they should be used and how they are being used. Theory into Practice, 47(3), 229-239.
  • Atay, T. (2018). Eğitsel oyunlarla desteklenen öğretimin öğrencilerin akademik başarılarına, fen bilimleri dersine yönelik tutumlarına ve bilgilerin kalıcılığına etkisi (Yayımlanmamış yüksek lisans tezi). Hatay Mustafa Kemal Üniversitesi Sosyal Bilimler Enstitüsü, Hatay.
  • Aydemir, F. (2022). Digital games and their effects on children. Adıyaman Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, (41), 40-69
  • Bayram, S. (2007). Ö. P. Unutkan; A. Oktay (Ed.). Eğitsel yazılımlarının değerlendirilmesi, İlköğretim çağına genel bir bakış içinde. İstanbul: Morpa Yayıncılık, 347-363.
  • Berg, Van. D., Blijleven, P. ve Jansen, L. (2004) Digital learning materials: classification and implications for the curriculum. In J. v. Akker, W. Kuiper, ve H. Uwe (eds), Curriculum Landscapes and trends (pp. 237-254). Kluwer Academic Publishers.
  • Can, T. ve Şimşek, İ. (2016). Eğitimde yeni teknolojiler: sanal gerçeklik. İ. Aytekin, İ. F. Odabaşı, B. Akkoyunlu (Ed.), Eğitim teknolojileri okumalari 2016. (351-363. ss.). Ankara: Salmat Basım Yayıncılık Ambalaj
  • Derewianka, B. (2003). Developing electronic materials for language teaching. In B. Tomlinson (Ed), Material development for language teaching (1st ed. pp. 199-220). London - New York: Continuum.
  • Doğan, D., Çınar, M., ve Seferoğlu, S. S. (2016). “One Laptop per Child” projects and FATIH project: A comparative examination. SDU International Journal of Educational Studies, 3(1), 1-26.
  • Dündar, B. (2011). Kitap nesnesi nesne olarak kitap. İstanbul: Akın Nalça Kitapları.
  • Gee, J. P. (2005). Learning by design: Good video games as learning machines. E-Learning and Digital Media, 2(1), 5-16.
  • Gibbs, W.; Graves, P.R.; Bernas, R. (2000). Identifying important criteria for multimedia instructional courseware evaluation. Journal of Computing in Higher Education, 12(1), 84-106.
  • Gülbahar, Y. ve Köse, F. (2006). Öğretmen adaylarinin değerlendirme için elektronik portfolyo kullanimina ilişkin görüşleri. Ankara Üniversitesi Eğitim Bilimleri Fakültesi Dergisi, 39(2), 75-93.
  • Gold, A. U., Ledley, T. S., Buhr, S. M., Fox, S., McCaffrey, M., Niepold, F., ... ve Lynds, S. E. (2012). Peer-review of digital educational resources-A rigorous review process developed by the climate literacy and energy awareness network (CLEAN). Journal of Geoscience Education, 60(4), 295-308.
  • Gilbert, R. J. (2015). E-books: A tale of digital disruption. Journal of Economic Perspectives, 29(3), 165-184.
  • Herring D. F.; Notar C. E.; Wilson D. (2005) Multimedia software evaluation form for teachers. Multimedia Software Education. 126(1), 100-111
  • Houston, C. (2011). Digital books for digital natives. Children ve Libraries: The Journal of the Association for Library Service to Children, 9(3), 39-42.
  • Huang, H.-S., Chiou, C., Chiang, H.-K., Lai, S.-H. ve Huang, C.-Y. (2012) Effects of multidimensional concept maps on fourth graders' learning in web-based computer course. Computers ve Education, 58, 863-873.
  • Kaeophanuek, S., Na-Songkhla, J., ve Nilsook, P. (2018). How to enhance digital literacy skills among. International Journal of Information and Education Technology, 8(4), 292-297.
  • Kangas, M., Koskinen, A., ve Krokfors, L. (2017). A qualitative literature review of educational games in the classroom: the teacher’s pedagogical activities. Teachers and Teaching, 23(4), 451-470.
  • López-Escribano, C., Valverde-Montesino, S., ve García-Ortega, V. (2021). The impact of e-book reading on young children’s emergent literacy skills: An analytical review. International Journal of Environmental Research and Public Health, 18(12), 6510.
  • Kucirkova, N., Littleton, K., ve Cremin, T. (2017). Young children’s reading for pleasure with digital books: six key facets of engagement. Cambridge Journal of Education, 47(1), 67-84.
  • Lee, K. (2012). Augmented reality in education and training. TechTrends, 56(2), 13-21.
  • Leon Urrutia, M., Fielding, S., ve White, S. (2016). Professional development through MOOCs in higher education institutions: challenges and opportunities for PhD students working as mentors. Journal of Interactive Media in Education, 1, 1-11.
  • Liarokapis, F. ve Anderson, E. F. (2010). Using augmented reality as a medium to assist teaching in higher education. In: Eurographics 2010, Norrköping, Sweden, 9 - 16.
  • Martinez-Jimenez, P., Pontes-Pedrajas, A., Polo, J., ve Climent-Bellido, M. S. (2003). Learning in Chemistry with Virtual Laboratories. Journal of Chemical, 80, 346-352.
  • McBride, K. (2009). Podcasts and second language learning: promoting listening comprehension and intercultural competence. In Abraham and Williams (Eds.), Electronic Discourse in Language Learning and Language Teaching, s. 153-168.
  • Miller, C. T. (Ed.). (2008). Games: Purpose and potential in education. Springer Science ve Business Media.
  • Moodle, H. Q. (2018). Moodle. West Perth, Australia: Moodle HQ.
  • O'Down, R. (2003) Understanding the "Other Side": intercultural learning in a Spanish-English e-mail exchange. Language Learning ve Technology, 7(2), 118-144.
  • Özel, S. (2015). Televizyon Ekseninde İzleyici ve İnternet Üzerindeki Video Hizmetlerinin İzleyiciye Etkisi. Sedat Özel (Ed.). Yeni Medya çağinda televizyon. (ss. 1-35). İstanbul: Derin Yayınları.
  • Paskevicius, M., ve Hodgkinson-Williams, C. (2018). Student perceptions of the creation and reuse of digital educational resources in a community development-oriented organisation. Journal of Learning for Development, 5(1), 22-39.
  • Picton, I. (2014). The impact of ebooks on the reading motivation and reading skills of children and young people: a rapid literature review. National Literacy Trust.
  • Qing Yu, J. , Brown, D. ve Billet, E. (2005). Development of a virtual laboratory experiment for biology. Europen Journal of Open, Distance and Elearning, 2, 1-8.
  • Ran, W. ve Jinglu, L. (2020). The design and development of digital books for e-learning. In 2020 4th International Conference on Artificial Intelligence and Virtual Reality (pp. 51-55).
  • Reinders, H. ve White, C. (2010) The theory and practice of technology in materials development and task desing. In N. Hardwood (Ed), English Language Teaching Materials (pp. 58-80). Cambridge: Cambridge University Press.
  • Rozo, H. ve Real, M. (2019). Pedagogical guidelines for the creation of adaptive digital educational resources: a review of the literature. Journal of Technology and Science Education, 9(3), 308-325.
  • Salmon, G., Mobbs, R., Edirisingha, P., Dennett, C. (2008). Podcasting technology. In G. Salmon and P. Edirisingha (eds). Podcasting for learning in universities (pp. 20-32). New York, NY: Open University.
  • Seferoğlu, S. (2014). Öğretim teknolojileri ve materyal tasarımı. Ankara: Pegem Akademi.
  • Shazali, S. S., Shamsudin, Z. H. ve Yunus, M. M. (2019). Instagram: A platform to develop students writing ability. International Journal of Academic Research in Business and Social Sciences, 9(1), 88-98.
  • Singh, M ve Matsui, Y. (2018). What drives e-book use: a comparative study of paper-based books and e-books in Japan. International Journal of Business ve Information, 13(4), 505-534.
  • Soydan, C. (2018). Bilişim teknolojileri öğretmeni rehberliğinde branş öğretmenlerinin dijital materyal geliştirme süreçlerinin incelenmesi, (Yayımlanmamış Yüksek Lisans Tezi). Ondokuz Mayıs Üniversitesi, Eğitim Bilimleri Enstitüsü: Samsun.
  • Toyoda, E. ve Harrison, R. (2002). Categorization of text chat commubnication between learners and native speakers of Japanese. Language Learning ve Technology, 6(1), 82-99.
  • Troseth, G. L., ve Strouse, G. A. (2017). Designing and using digital books for learning: The informative case of young children and video. International Journal of child-computer Interaction, 12, 3-7.
  • Unsworth, L. (2006). E-literature for children: Enhancing digital literacy learning. Taylor and Francis.
  • Vorderer, P., Klimmt, C., ve Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 14(4), 388–408.
  • Warner, C. N. (2004). It's just a game, right?: types of play in foreing language CMC. Language Learning ve Technology, 8(2), 69-87.
  • Whitton, N. (2014). Digital games and learning: Research and theory. Routledge.
Year 2023, Issue: Ö13, 112 - 126, 23.10.2023
https://doi.org/10.29000/rumelide.1379034

Abstract

References

  • Abbott, W., ve Kelly, K. (2004). Sooner or later! have e-books turned the page?. In VALA Conference sunulan bildiri. Australia, Melbourne.
  • Annetta, L. A. (2008). Video games in education: Why they should be used and how they are being used. Theory into Practice, 47(3), 229-239.
  • Atay, T. (2018). Eğitsel oyunlarla desteklenen öğretimin öğrencilerin akademik başarılarına, fen bilimleri dersine yönelik tutumlarına ve bilgilerin kalıcılığına etkisi (Yayımlanmamış yüksek lisans tezi). Hatay Mustafa Kemal Üniversitesi Sosyal Bilimler Enstitüsü, Hatay.
  • Aydemir, F. (2022). Digital games and their effects on children. Adıyaman Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, (41), 40-69
  • Bayram, S. (2007). Ö. P. Unutkan; A. Oktay (Ed.). Eğitsel yazılımlarının değerlendirilmesi, İlköğretim çağına genel bir bakış içinde. İstanbul: Morpa Yayıncılık, 347-363.
  • Berg, Van. D., Blijleven, P. ve Jansen, L. (2004) Digital learning materials: classification and implications for the curriculum. In J. v. Akker, W. Kuiper, ve H. Uwe (eds), Curriculum Landscapes and trends (pp. 237-254). Kluwer Academic Publishers.
  • Can, T. ve Şimşek, İ. (2016). Eğitimde yeni teknolojiler: sanal gerçeklik. İ. Aytekin, İ. F. Odabaşı, B. Akkoyunlu (Ed.), Eğitim teknolojileri okumalari 2016. (351-363. ss.). Ankara: Salmat Basım Yayıncılık Ambalaj
  • Derewianka, B. (2003). Developing electronic materials for language teaching. In B. Tomlinson (Ed), Material development for language teaching (1st ed. pp. 199-220). London - New York: Continuum.
  • Doğan, D., Çınar, M., ve Seferoğlu, S. S. (2016). “One Laptop per Child” projects and FATIH project: A comparative examination. SDU International Journal of Educational Studies, 3(1), 1-26.
  • Dündar, B. (2011). Kitap nesnesi nesne olarak kitap. İstanbul: Akın Nalça Kitapları.
  • Gee, J. P. (2005). Learning by design: Good video games as learning machines. E-Learning and Digital Media, 2(1), 5-16.
  • Gibbs, W.; Graves, P.R.; Bernas, R. (2000). Identifying important criteria for multimedia instructional courseware evaluation. Journal of Computing in Higher Education, 12(1), 84-106.
  • Gülbahar, Y. ve Köse, F. (2006). Öğretmen adaylarinin değerlendirme için elektronik portfolyo kullanimina ilişkin görüşleri. Ankara Üniversitesi Eğitim Bilimleri Fakültesi Dergisi, 39(2), 75-93.
  • Gold, A. U., Ledley, T. S., Buhr, S. M., Fox, S., McCaffrey, M., Niepold, F., ... ve Lynds, S. E. (2012). Peer-review of digital educational resources-A rigorous review process developed by the climate literacy and energy awareness network (CLEAN). Journal of Geoscience Education, 60(4), 295-308.
  • Gilbert, R. J. (2015). E-books: A tale of digital disruption. Journal of Economic Perspectives, 29(3), 165-184.
  • Herring D. F.; Notar C. E.; Wilson D. (2005) Multimedia software evaluation form for teachers. Multimedia Software Education. 126(1), 100-111
  • Houston, C. (2011). Digital books for digital natives. Children ve Libraries: The Journal of the Association for Library Service to Children, 9(3), 39-42.
  • Huang, H.-S., Chiou, C., Chiang, H.-K., Lai, S.-H. ve Huang, C.-Y. (2012) Effects of multidimensional concept maps on fourth graders' learning in web-based computer course. Computers ve Education, 58, 863-873.
  • Kaeophanuek, S., Na-Songkhla, J., ve Nilsook, P. (2018). How to enhance digital literacy skills among. International Journal of Information and Education Technology, 8(4), 292-297.
  • Kangas, M., Koskinen, A., ve Krokfors, L. (2017). A qualitative literature review of educational games in the classroom: the teacher’s pedagogical activities. Teachers and Teaching, 23(4), 451-470.
  • López-Escribano, C., Valverde-Montesino, S., ve García-Ortega, V. (2021). The impact of e-book reading on young children’s emergent literacy skills: An analytical review. International Journal of Environmental Research and Public Health, 18(12), 6510.
  • Kucirkova, N., Littleton, K., ve Cremin, T. (2017). Young children’s reading for pleasure with digital books: six key facets of engagement. Cambridge Journal of Education, 47(1), 67-84.
  • Lee, K. (2012). Augmented reality in education and training. TechTrends, 56(2), 13-21.
  • Leon Urrutia, M., Fielding, S., ve White, S. (2016). Professional development through MOOCs in higher education institutions: challenges and opportunities for PhD students working as mentors. Journal of Interactive Media in Education, 1, 1-11.
  • Liarokapis, F. ve Anderson, E. F. (2010). Using augmented reality as a medium to assist teaching in higher education. In: Eurographics 2010, Norrköping, Sweden, 9 - 16.
  • Martinez-Jimenez, P., Pontes-Pedrajas, A., Polo, J., ve Climent-Bellido, M. S. (2003). Learning in Chemistry with Virtual Laboratories. Journal of Chemical, 80, 346-352.
  • McBride, K. (2009). Podcasts and second language learning: promoting listening comprehension and intercultural competence. In Abraham and Williams (Eds.), Electronic Discourse in Language Learning and Language Teaching, s. 153-168.
  • Miller, C. T. (Ed.). (2008). Games: Purpose and potential in education. Springer Science ve Business Media.
  • Moodle, H. Q. (2018). Moodle. West Perth, Australia: Moodle HQ.
  • O'Down, R. (2003) Understanding the "Other Side": intercultural learning in a Spanish-English e-mail exchange. Language Learning ve Technology, 7(2), 118-144.
  • Özel, S. (2015). Televizyon Ekseninde İzleyici ve İnternet Üzerindeki Video Hizmetlerinin İzleyiciye Etkisi. Sedat Özel (Ed.). Yeni Medya çağinda televizyon. (ss. 1-35). İstanbul: Derin Yayınları.
  • Paskevicius, M., ve Hodgkinson-Williams, C. (2018). Student perceptions of the creation and reuse of digital educational resources in a community development-oriented organisation. Journal of Learning for Development, 5(1), 22-39.
  • Picton, I. (2014). The impact of ebooks on the reading motivation and reading skills of children and young people: a rapid literature review. National Literacy Trust.
  • Qing Yu, J. , Brown, D. ve Billet, E. (2005). Development of a virtual laboratory experiment for biology. Europen Journal of Open, Distance and Elearning, 2, 1-8.
  • Ran, W. ve Jinglu, L. (2020). The design and development of digital books for e-learning. In 2020 4th International Conference on Artificial Intelligence and Virtual Reality (pp. 51-55).
  • Reinders, H. ve White, C. (2010) The theory and practice of technology in materials development and task desing. In N. Hardwood (Ed), English Language Teaching Materials (pp. 58-80). Cambridge: Cambridge University Press.
  • Rozo, H. ve Real, M. (2019). Pedagogical guidelines for the creation of adaptive digital educational resources: a review of the literature. Journal of Technology and Science Education, 9(3), 308-325.
  • Salmon, G., Mobbs, R., Edirisingha, P., Dennett, C. (2008). Podcasting technology. In G. Salmon and P. Edirisingha (eds). Podcasting for learning in universities (pp. 20-32). New York, NY: Open University.
  • Seferoğlu, S. (2014). Öğretim teknolojileri ve materyal tasarımı. Ankara: Pegem Akademi.
  • Shazali, S. S., Shamsudin, Z. H. ve Yunus, M. M. (2019). Instagram: A platform to develop students writing ability. International Journal of Academic Research in Business and Social Sciences, 9(1), 88-98.
  • Singh, M ve Matsui, Y. (2018). What drives e-book use: a comparative study of paper-based books and e-books in Japan. International Journal of Business ve Information, 13(4), 505-534.
  • Soydan, C. (2018). Bilişim teknolojileri öğretmeni rehberliğinde branş öğretmenlerinin dijital materyal geliştirme süreçlerinin incelenmesi, (Yayımlanmamış Yüksek Lisans Tezi). Ondokuz Mayıs Üniversitesi, Eğitim Bilimleri Enstitüsü: Samsun.
  • Toyoda, E. ve Harrison, R. (2002). Categorization of text chat commubnication between learners and native speakers of Japanese. Language Learning ve Technology, 6(1), 82-99.
  • Troseth, G. L., ve Strouse, G. A. (2017). Designing and using digital books for learning: The informative case of young children and video. International Journal of child-computer Interaction, 12, 3-7.
  • Unsworth, L. (2006). E-literature for children: Enhancing digital literacy learning. Taylor and Francis.
  • Vorderer, P., Klimmt, C., ve Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 14(4), 388–408.
  • Warner, C. N. (2004). It's just a game, right?: types of play in foreing language CMC. Language Learning ve Technology, 8(2), 69-87.
  • Whitton, N. (2014). Digital games and learning: Research and theory. Routledge.
There are 48 citations in total.

Details

Primary Language Turkish
Subjects Turkish Language and Literature (Other)
Journal Section Turkish language, culture and literature
Authors

Gürbüz Çalışkan 0000-0002-7120-4428

Publication Date October 23, 2023
Published in Issue Year 2023 Issue: Ö13

Cite

APA Çalışkan, G. (2023). Dil öğretiminde dijital eğitim materyalleri: Kitap ve oyun. RumeliDE Dil Ve Edebiyat Araştırmaları Dergisi(Ö13), 112-126. https://doi.org/10.29000/rumelide.1379034