Eğitsel oyunlarla öğrenme ve öğretim etkinlikleri eğitimsel senaryolarda pek çok engelle karşılaşsa da, eğitsel oyunların eğitimi kısıtlı bir sürede bir adım daha ileriye götürmesi potansiyeli gözardı edilemez. Bugünkü eğitsel oyunlar yansıma ve gerekli becerilerin geliştirilebilmesi için yeterli fırsatı vermemekte ve düşük düzeyde öğrenme çıktıları ile değerlendirilmektedir. Bu yüzden üstbiliş eğitimi ya da eğitsel oyunlarda üstbiliş kullanımı için oyun-temelli araştırmalara gereksinim duyulduğu gözlemlenmiştir. Bilgisayar-temelli üstbiliş stratejilerini içeren araştırma çalışmalarının azlığı ve bu çalışmalarda kesin genellemeden çok bireysel durum çalışmaları şeklinde gerçekleştirildiği için bu alanda genel bir incelemenin gerekli olduğu kanısına varılmıştır. Bu araştırmanın amacı üstbiliş stratejilerinin eğitsel oyunlarda nasıl kullanıldığını ve oyun mekaniklerinin bu stratejileri oyunlara nasıl yerleştirdiğini anlamaktır. Araştırma modeli olarak literatür taramasına göre daha çok güncel konulara odaklı ve belli bir amaca hizmet edecek bir model olan literatür araştırması örnek alınmıştır. Bu modele dayanarak, eğitsel oyunlarda üstbiliş stratejilerinin kullanımını, bu kullanımın kavramsal kökenleri ve bunların öğrenme ve oyun mekaniklerinin tasarımına olan etkilerini irdeleyen bir araştırma yapılmıştır. İncelenen araştırmalar üstbiliş strateji kullanımına göre analiz edildiğinde modelleme, hatırlatma, yansıma ve izleme kategorileri ortaya çıkmıştır. En çok kullanılan üstbiliş stratejileri, yanlış düzeltme, güven geliştirme, yansıma ve problemleştirmedir. Bu bulgulara göre, oyun mekanikleri kullanılarak üstbiliş stratejilerinin nasıl kolaylaştırılacağına ilişkin öneriler ile gelecek araştırmalar için yönlendirmeler geliştirilmiştir.
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