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STEAM Oyun Tasarım Platformunda Bulunan Eğitsel Video Oyunlarının İncelenmesi

Year 2024, Volume: 4 Issue: 2, 78 - 104, 31.12.2024
https://doi.org/10.58667/sedder.1525059

Abstract

STEM eğitimi, bilim, teknoloji, mühendislik ve matematik disiplinlerini birleştiren, öğrencilerin problem çözme ve eleştirel düşünme becerilerini geliştirmeyi hedefleyen disiplinler arası bir yaklaşımdır. Dijital oyunlar, sundukları etkileşimli ve motive edici ortamlar sayesinde STEM eğitimi için etkili bir araç olarak görülmektedir. Özellikle simülasyon ve problem çözme odaklı dijital oyunlar, öğrencilerin teorik olarak edindikleri bilgileri pratikle birleştirmelerine olanak sağlamaktadır. Bu çalışmanın amacı, dijital oyun dağıtım platformlarının STEM eğitimi açısından eğitsel potansiyelini değerlendirmek ve bu platformlardaki eğitici oyunların öğretim süreçlerine entegrasyonuna dair öneriler sunmaktır. Araştırma, STEAM, EPIC Games ve GOG gibi popüler dijital oyun dağıtım platformlarına odaklanmış; bu platformlardaki eğitsel oyunlar, içerik analizi yöntemiyle incelenmiştir. İncelemeler sonucunda eğitsel içeriğe sahip oyunların üretici firmaları, yaş sınırları, fiyatları, yorum sayıları ve olumlu yorum yüzdeleri gibi bilgiler analiz edilmiştir. Bulgular, dijital oyunların problem çözme ve eleştirel düşünme becerilerini destekleyen eğitsel bir araç olarak kullanılabileceğini göstermektedir. Ayrıca, bu platformlardaki oyunların uygun maliyetli ve erişilebilir olması, eğitime eşit erişim sağlama açısından önemli fırsatlar sunmaktadır. Çalışma, dijital oyunların STEM eğitimi bağlamında disiplinler arası öğrenmeyi destekleme potansiyelini vurgulamakta ve bu oyunların etkili kullanımına yönelik pratik öneriler sunmayı amaçlamaktadır.

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Examination of Educational Digital Video Games on the STEAM Game Distribution Platform

Year 2024, Volume: 4 Issue: 2, 78 - 104, 31.12.2024
https://doi.org/10.58667/sedder.1525059

Abstract

STEM education is an interdisciplinary approach that integrates science, technology, engineering, and mathematics, aiming to enhance students' problem-solving and critical thinking skills. Digital games are considered effective tools for STEM education due to the interactive and engaging environments they provide. Specifically, simulation and problem-solving-focused digital games enable students to combine theoretical knowledge with practical applications. The purpose of this study is to evaluate the educational potential of digital game distribution platforms in the context of STEM education and to provide recommendations for integrating educational games into teaching processes. The research focuses on popular digital game distribution platforms such as STEAM, EPIC Games, and GOG, and analyzes the educational games available on these platforms using content analysis. The analysis includes details about the developers of the educational games, age ratings, prices, number of reviews, and percentage of positive reviews. The findings indicate that digital games can be effectively utilized as educational tools to support problem-solving and critical thinking skills. Furthermore, the affordability and accessibility of the games available on these platforms present significant opportunities for equitable access to education. This study highlights the potential of digital games to support interdisciplinary learning within STEM education and aims to provide practical recommendations for their effective use in educational contexts

References

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  • Barr, M. (2017). Video games can develop graduate skills in higher education students: A randomized trial. Computers & Education, 113, 86-97.
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  • Bayas, B. W. O., Ganchozo, A., Ortiz, D., Vera, A., & Zambrano, Z. (2022). Video game as an educational tool in primary school applying steam methodology. Revista Iberoamericana de la Educación, 6(4).
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  • Bozgöz, A. (2017). Ortaokul 6. sınıf sosyal bilgiler dersinde ilkçağ tarihi konularından Kadeş antlaşmasının barış eğitimi kapsamında ve öğrenci görüşlerine göre değerlendirilmesi, Necmettin Erbakan Üniversitesi.
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  • Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55, 2, 566–575.
  • Checa-Romero, M. (2016). Developing Skills in Digital Contexts. Games and Culture, 11, 463 - 488. https://doi.org/10.1177/1555412015569248.
  • Chen, C. H., Yang, J. C., Shen, S., & Jeng, M. C. (2007). A desktop virtual reality earth motion system in astronomy education. Educational Technology & Society, 10(3), 289-304.
  • Çınar, M., Doğan, D., & Seferoğlu, S. S. (2015, Şubat 6-8). Eğitimde dijital araçlar: Google sınıf uygulaması üzerine bir değerlendirme [Sözlü bildiri]. Akademik Bilişim Konferansı, Eskişehir, Türkiye.
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  • Falah, J., Khan, S., Alfalah, T., Alfalah, S. F., Chan, W., Harrison, D. K., & Chariss, V. (2014). Virtual reality medical training system for anatomy education. In 2014 Science and information conference (pp. 752-758). IEEE.
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There are 100 citations in total.

Details

Primary Language English
Subjects STEM Education
Journal Section Research Articles
Authors

Şehmus Fidan 0000-0002-5249-7245

Ömer Ali Karaman 0000-0003-1640-861X

Abdullah Yıldırmaz 0000-0003-0712-7816

Publication Date December 31, 2024
Submission Date July 30, 2024
Acceptance Date December 28, 2024
Published in Issue Year 2024 Volume: 4 Issue: 2

Cite

APA Fidan, Ş., Karaman, Ö. A., & Yıldırmaz, A. (2024). Examination of Educational Digital Video Games on the STEAM Game Distribution Platform. Siirt Eğitim Dergisi, 4(2), 78-104. https://doi.org/10.58667/sedder.1525059