Research Article
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OYUNLAŞTIRMA VE ÖĞRENCİ KATILIMI: LİSANS EĞİTİMİNDE BİR DURUM ÇALIŞMASI

Year 2019, Volume: 17 Issue: 2, 92 - 109, 30.06.2019
https://doi.org/10.33689/spormetre.527412

Abstract

Türkiye’de üniversitelerin yaygınlaşması ile birlikte öğrenci sayısı
önemli ölçüde artmış ve eğitimciler çeşitliliğin oldukça fazla olduğu gruplar
ile karşı karşıya kalmaya başlamışlardır. Bu duruma kuşak farkı nedeniyle
ortaya çıkan ilgi farklılıkları ve iletişim güçlükleri de eklendiğinde
öğrenciler ile aynı dili konuşmak ve onların derse olan aktif katılımlarını
sağlamak önemli sorunlardan birisi olmuştur. Bu bağlamda eğitim alanında
öğrencilerin derse aktif katılımını sağlama noktasında çalışılan konulardan
birisi de oyunlaştırmadır. Araştırmanın amacı oyunlaştırılmış derse katılan
öğrencilerin deneyimlerini öğrenci katılımı kavramı çerçevesinde keşfetmektir.
Bu araştırmaya 2017-2018 eğitim-öğretim yılında Ankara Üniversitesi Spor
Bilimleri Fakültesi Beden Eğitimi ve Spor Öğretmenliği Bölümü 1. sınıfta okuyan
ve kolay ulaşılabilir durum örneklemesi ile ölçüt örnekleme yöntemi ile
seçilmiş 18 (12 kadın, 6 erkek) öğrenci gönüllü olarak katılmıştır. Araştırma
kapsamında eğitim bilimine giriş dersi 8 hafta boyunca oyunlaştırmaya yönelik
kahoot, edmodo ve video görev mekanizmaları ile desteklenerek tasarlanmıştır.
Veri kaynağı olarak yarı yapılandırılmış bireysel görüşmeler ve yansıtıcı günlük
kullanılmıştır. Verilerin analizinde içerik analizi yapılmış ve bu kapsamda
kodlama işlemi tamamlandıktan sonra ortak özellikleri yansıtan temalara
ulaşılmıştır. Araştırmada oyunlaştırmaya dayalı müdahalenin derse yansımaları
dört tema altında sunulmuştur. Ortaya çıkan ilk tema oyunlaştırmanın temel
amacına ilişkin vurguyu yansıtan öğrenci katılımı teması olmuştur. İkinci ve
üçüncü temada öğrenci katılımını destekleyen baskın oyunlaştırma bileşenleri
olarak rekabet ortamı ve ödül temalarına yer verilmiştir. Son temada ise bu
süreçte derse katılımın devamlılığı için risk oluşturan unsurlar öğrenci
katılımının engelleri teması altında sunulmuştur. Sonuç olarak oyunlaştırmaya yönelik müdahalenin kısa vadede
öğrencilerin derse aktif katılımlarını sağlamada faydalı olabileceği ve rekabet
ortamı ile ödülün bu devamlılığın sağlanmasında oyunlaştırılmış derse yansıyan
ana unsurlar olduğu keşfedilmiştir. Aktif katılımın uzun vadede devam
edebilmesinin önündeki engeller ise dışsal ödül bileşenlerinin ön plana
çıkması, kaynak sınırlılıkları ve teknik problemler olduğu anlaşılmıştır.

References

  • Al-Azawi, R., Al-Faliti, F., Al-Blushi, M. (2016). Educational gamification vs. game based learning: Comparative study. International Journal of Innovation, Management and Technology, 7(4), 132-136.
  • Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79.
  • Archambault, I., Janosz, M., Fallu, J. S., Pagani, L. S. (2009). Student engagement and its relationship with early high school dropout. Journal of adolescence, 32(3), 651-670.
  • Banfield, J., Wilkerson, B. (2014). Increasing student intrinsic motivation and self-efficacy through gamification pedagogy. Contemporary Issues in Education Research, 7(4), 291-298.
  • Berg, B. L., Lune, H. (2014). Pearson New International Edition: Qualitative Research Methods for the Social Sciences. Pearson.
  • Bicen, H., Kocakoyun, S. (2018). Perceptions of Students for Gamification Approach: Kahoot as a Case Study. International Journal of Emerging Technologies in Learning (iJET), 13(02), 72-93.
  • Brigham, T. J. (2015). An introduction to gamification: adding game elements for engagement. Medical reference services quarterly, 34(4), 471-480.
  • Caton, H., Greenhill, D. (2014). Rewards and penalties: A gamification approach for increasing attendance and engagement in an undergraduate computing module. International Journal of Game-Based Learning (IJGBL), 4(3), 1-12.
  • Chapman, J. R., & Rich, P. J. (2018). Does educational gamification improve students’ motivation? If so, which game elements work best?. Journal of Education for Business, 93(7), 315-322.
  • Cheong, C., Filippou, J., Cheong, F. (2014). Towards the gamification of learning: Investigating student perceptions of game elements. Journal of Information Systems Education, 25(3), 233-244.
  • Creswell, J. W., Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches. Sage publications.
  • Davis, M. H., McPartland, J. M. (2012). High school reform and student engagement. In Handbook of research on student engagement (pp. 515-539). Springer, Boston, MA.
  • Deci, E. L., & Ryan, R. M. (1985). The general causality orientations scale: Self-determination in personality. Journal of research in personality, 19(2), 109-134.
  • Deci, E. L., Ryan, R. (2002). Handbook of Self-‐Determination Research (pp. 227-268). Rochester: University of Rochester Press. Deci, EL, & Ryan.
  • Deci, E. L., Koestner, R., Ryan, R. M. (2001). Extrinsic rewards and intrinsic motivation in education: Reconsidered once again. Review of educational research, 71(1), 1-27.
  • Demirbilek, M., Tamer, S. L. (2010). Math teachers’ perspectives on using educational computer games in math education. Procedia-Social and Behavioral Sciences, 9, 709-716.
  • Dicheva, D., Dichev, C., Agre, G., Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3).
  • DomíNguez, A., Saenz-De-Navarrete, J., De-Marcos, L., FernáNdez-Sanz, L., PagéS, C., MartíNez-HerráIz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392.
  • Faiella, F., Ricciardi, M. (2015). Gamification and learning: a review of issues and research. Journal of e-Learning and Knowledge Society, 11(3).
  • Finn, J. D., Zimmer, K. S. (2012). Student engagement: What is it? Why does it matter?. In Handbook of research on student engagement (pp. 97-131). Springer, Boston, MA.
  • Gilboy, M. B., Heinerichs, S., Pazzaglia, G. (2015). Enhancing student engagement using the flipped classroom. Journal of nutrition education and behavior, 47(1), 109-114.
  • Głowacki, J., Kriukova, Y., Avshenyuk, N. (2018). GAMIFICATION IN HIGHER EDUCATION: EXPERIENCE OF POLAND AND UKRAINE. Advanced Education, 5(10), 105-110.
  • Guba, E. G., Lincoln, Y. S. (1994). Competing paradigms in qualitative research. Handbook of qualitative research, 2(163-194), 105.
  • Hanus, M. D., Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161.
  • Henrie, C. R., Halverson, L. R., Graham, C. R. (2015). Measuring student engagement in technology-mediated learning: A review. Computers & Education, 90, 36-53.
  • Hitchens, M., Tulloch, R. (2018). A gamification design for the classroom. Interactive Technology and Smart Education, 15(1), 28-45.
  • Iosup, A., Epema, D. (2014, March). An experience report on using gamification in technical higher education. In Proceedings of the 45th ACM technical symposium on Computer science education (pp. 27-32). ACM.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
  • Kapp, K. M. (2013). The gamification of learning and instruction fieldbook: Ideas into practice. John Wiley & Sons.
  • Landers, R. N., Callan, R. C. (2011). Casual social games as serious games: The psychology of gamification in undergraduate education and employee training. In Serious games and edutainment applications (pp. 399-423). Springer, London.
  • Lawley, E. (2012). Games as an alternate lens for design. Interactions, 19(4), 16-17.
  • Leaning, M. (2015). A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree. Journal of Media Practice, 16(2), 155-170.
  • Lee, J. J., Hammer, J. (2011). Gamification in education: What, how, why bother?. Academic exchange quarterly, 15(2), 146.
  • Lister, M. C. (2015). Gamification: The effect on student motivation and performance at the post-secondary level. Issues and Trends in Educational Technology, 3(2), 1-22.
  • Major, C.H., Savin-Baden, M. (2010). An Introduction to Qualitative Research Synthesis: Managing The Information Explosion in Social Science Research. London: Routledge.
  • Meşe, C., Dursun, Ö. Ö. (2018). Oyunlaştırma Bileşenlerinin Duygu, İlgi ve Çevrimiçi Katılıma Etkisi. EĞİTİM VE BİLİM, 43(196), 67-95.
  • Mezirow, J. (1991). Transformative dimensions of adult learning. Jossey-Bass, 350 Sansome Street, San Francisco, CA 94104-1310.
  • Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proc. 6th International Conference on Virtual Learning ICVL.
  • Nicholson, S. (2012). Strategies for meaningful gamification: Concepts behind transformative play and participatory museums. Meaningful Play.
  • Nicholson, S. (2015). A recipe for meaningful gamification. Gamification in education and business (pp. 1-20). Springer, Cham.
  • Poondej, C., Lerdpornkulrat, T. (2016). The development of gamified learning activities to increase student engagement in learning. Australian Educational Computing, 31(2).
  • Prensky, M. (2001a). Digital natives, digital immigrants part 1. On the horizon, 9(5), 1-6.
  • Prensky, M. (2001b). Fun, play and games: What makes games engaging. Digital game-based learning, 5(1), 5-31.
  • Rahman, R. A., Ahmad, S., Hashim, U. R. (2018). The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia. International Journal of Educational Technology in Higher Education, 15(1), 41.
  • Reeve, J. (2012). A self-determination theory perspective on student engagement Handbook of research on student engagement (pp. 149-172): Springer.
  • Salamonson, Y., Andrew, S., Everett, B. (2009). Academic engagement and disengagement as predictors of performance in pathophysiology among nursing students.
  • Salen, K., Tekinbaş, K. S., Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT press.
  • Sánchez Mena, A. A., & Martí Parreño, J. (2017). Drivers and barriers to adopting gamification: teachers’ perspectives. The Electronic Journal of e-Learning, 15(5), 434-443.
  • Savin-Baden, M., Major, C. H. (2013). Qualitative research: The essential guide to theory and practice. Routledge.
  • Scott Nicholson, S. (2013). Two paths to motivation through game design elements: reward-based gamification and meaningful gamification. iConference 2013 Proceedings (pp. 671-672). doi:10.9776/13313
  • Skinner, E. A., Belmont, M. J. (1993). Motivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year. Journal of educational psychology, 85(4), 571.
  • Tan, Y.L.L. (2018). Meaningful gamification and students’ motivation: A strategy for scaffolding reading material. Online Learning, 22(2), 141-155. doi:10.24059/olj.v22i2.1167
  • Tsay, C. H. H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with technology-mediated gamification: An empirical study. Computers & Education, 121, 1-17.
  • Vogt, W. P., Gardner, D. C., Haeffele, L. M., Vogt, E. R. (2014). Selecting the right analyses for your data: Quantitative, qualitative, and mixed methods. Guilford Publications.
  • Werbach, K., Hunter, D. (2012). The gamification toolkit. Dynamics, mechanics and components for the win. Pennsylvania: Wharton Digital Press.
  • Yapıcı, İ. Ü., & Karakoyun, F. Biyoloji Öğretiminde Oyunlaştırma: Kahoot Uygulaması Örneği. Turkish Online Journal of Qualitative Inquiry, 8(4), 396-414.
  • Yıldırım, İbrahim. Eğitimin Oyunlaştırılmasına İlişkin Öğrenci Algıları: Bir Q Metodu Analizi. EĞİTİM VE BİLİM, 2017, 42.191.
  • Yıldırım, İ., Demir, S. (2016). Oyunlaştırma Temelli “Öğretim İlke ve Yöntemleri” Dersi Öğretim Programı Hakkında Öğrenci Görüşleri Students’ Views about Gamification Based Curriculum for the Lesson of “Teaching Principles and Methods”. Uluslararası Eğitim Programları ve Öğretim Çalışmaları Dergisi, 2(6), 85-102.
  • Yin, R. K. (2011). Applications of case study research. London: Sage.
  • Yuksel, H.S. (2019). Experiences of Prospective Physical Education Teachers on Active Gaming within the Context of School-Based Physical Activity. European Journal of Educational Research, 8(1), 199-211. doi:10.12973/eu-jer.8.1.199
  • Yüksel H.S. (2018). Teknoloji Destekli Aktif Oyun Programına Katılan Ortaokul Öğrencilerinin Deneyimlerinin İncelenmesi. (Yayımlanmamış doktora tezi). Ankara Üniversitesi Sağlık Bilimleri Enstitüsü, Ankara.
  • Yüksel, H. S., Tuncel, F. (2017). Experiences of 5th Grade Students Participating in Active Gaming-Assisted Physical Education Lessons. Journal of Education and Training Studies, 5(13), 19-31.
Year 2019, Volume: 17 Issue: 2, 92 - 109, 30.06.2019
https://doi.org/10.33689/spormetre.527412

Abstract

References

  • Al-Azawi, R., Al-Faliti, F., Al-Blushi, M. (2016). Educational gamification vs. game based learning: Comparative study. International Journal of Innovation, Management and Technology, 7(4), 132-136.
  • Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79.
  • Archambault, I., Janosz, M., Fallu, J. S., Pagani, L. S. (2009). Student engagement and its relationship with early high school dropout. Journal of adolescence, 32(3), 651-670.
  • Banfield, J., Wilkerson, B. (2014). Increasing student intrinsic motivation and self-efficacy through gamification pedagogy. Contemporary Issues in Education Research, 7(4), 291-298.
  • Berg, B. L., Lune, H. (2014). Pearson New International Edition: Qualitative Research Methods for the Social Sciences. Pearson.
  • Bicen, H., Kocakoyun, S. (2018). Perceptions of Students for Gamification Approach: Kahoot as a Case Study. International Journal of Emerging Technologies in Learning (iJET), 13(02), 72-93.
  • Brigham, T. J. (2015). An introduction to gamification: adding game elements for engagement. Medical reference services quarterly, 34(4), 471-480.
  • Caton, H., Greenhill, D. (2014). Rewards and penalties: A gamification approach for increasing attendance and engagement in an undergraduate computing module. International Journal of Game-Based Learning (IJGBL), 4(3), 1-12.
  • Chapman, J. R., & Rich, P. J. (2018). Does educational gamification improve students’ motivation? If so, which game elements work best?. Journal of Education for Business, 93(7), 315-322.
  • Cheong, C., Filippou, J., Cheong, F. (2014). Towards the gamification of learning: Investigating student perceptions of game elements. Journal of Information Systems Education, 25(3), 233-244.
  • Creswell, J. W., Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches. Sage publications.
  • Davis, M. H., McPartland, J. M. (2012). High school reform and student engagement. In Handbook of research on student engagement (pp. 515-539). Springer, Boston, MA.
  • Deci, E. L., & Ryan, R. M. (1985). The general causality orientations scale: Self-determination in personality. Journal of research in personality, 19(2), 109-134.
  • Deci, E. L., Ryan, R. (2002). Handbook of Self-‐Determination Research (pp. 227-268). Rochester: University of Rochester Press. Deci, EL, & Ryan.
  • Deci, E. L., Koestner, R., Ryan, R. M. (2001). Extrinsic rewards and intrinsic motivation in education: Reconsidered once again. Review of educational research, 71(1), 1-27.
  • Demirbilek, M., Tamer, S. L. (2010). Math teachers’ perspectives on using educational computer games in math education. Procedia-Social and Behavioral Sciences, 9, 709-716.
  • Dicheva, D., Dichev, C., Agre, G., Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3).
  • DomíNguez, A., Saenz-De-Navarrete, J., De-Marcos, L., FernáNdez-Sanz, L., PagéS, C., MartíNez-HerráIz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392.
  • Faiella, F., Ricciardi, M. (2015). Gamification and learning: a review of issues and research. Journal of e-Learning and Knowledge Society, 11(3).
  • Finn, J. D., Zimmer, K. S. (2012). Student engagement: What is it? Why does it matter?. In Handbook of research on student engagement (pp. 97-131). Springer, Boston, MA.
  • Gilboy, M. B., Heinerichs, S., Pazzaglia, G. (2015). Enhancing student engagement using the flipped classroom. Journal of nutrition education and behavior, 47(1), 109-114.
  • Głowacki, J., Kriukova, Y., Avshenyuk, N. (2018). GAMIFICATION IN HIGHER EDUCATION: EXPERIENCE OF POLAND AND UKRAINE. Advanced Education, 5(10), 105-110.
  • Guba, E. G., Lincoln, Y. S. (1994). Competing paradigms in qualitative research. Handbook of qualitative research, 2(163-194), 105.
  • Hanus, M. D., Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161.
  • Henrie, C. R., Halverson, L. R., Graham, C. R. (2015). Measuring student engagement in technology-mediated learning: A review. Computers & Education, 90, 36-53.
  • Hitchens, M., Tulloch, R. (2018). A gamification design for the classroom. Interactive Technology and Smart Education, 15(1), 28-45.
  • Iosup, A., Epema, D. (2014, March). An experience report on using gamification in technical higher education. In Proceedings of the 45th ACM technical symposium on Computer science education (pp. 27-32). ACM.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
  • Kapp, K. M. (2013). The gamification of learning and instruction fieldbook: Ideas into practice. John Wiley & Sons.
  • Landers, R. N., Callan, R. C. (2011). Casual social games as serious games: The psychology of gamification in undergraduate education and employee training. In Serious games and edutainment applications (pp. 399-423). Springer, London.
  • Lawley, E. (2012). Games as an alternate lens for design. Interactions, 19(4), 16-17.
  • Leaning, M. (2015). A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree. Journal of Media Practice, 16(2), 155-170.
  • Lee, J. J., Hammer, J. (2011). Gamification in education: What, how, why bother?. Academic exchange quarterly, 15(2), 146.
  • Lister, M. C. (2015). Gamification: The effect on student motivation and performance at the post-secondary level. Issues and Trends in Educational Technology, 3(2), 1-22.
  • Major, C.H., Savin-Baden, M. (2010). An Introduction to Qualitative Research Synthesis: Managing The Information Explosion in Social Science Research. London: Routledge.
  • Meşe, C., Dursun, Ö. Ö. (2018). Oyunlaştırma Bileşenlerinin Duygu, İlgi ve Çevrimiçi Katılıma Etkisi. EĞİTİM VE BİLİM, 43(196), 67-95.
  • Mezirow, J. (1991). Transformative dimensions of adult learning. Jossey-Bass, 350 Sansome Street, San Francisco, CA 94104-1310.
  • Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proc. 6th International Conference on Virtual Learning ICVL.
  • Nicholson, S. (2012). Strategies for meaningful gamification: Concepts behind transformative play and participatory museums. Meaningful Play.
  • Nicholson, S. (2015). A recipe for meaningful gamification. Gamification in education and business (pp. 1-20). Springer, Cham.
  • Poondej, C., Lerdpornkulrat, T. (2016). The development of gamified learning activities to increase student engagement in learning. Australian Educational Computing, 31(2).
  • Prensky, M. (2001a). Digital natives, digital immigrants part 1. On the horizon, 9(5), 1-6.
  • Prensky, M. (2001b). Fun, play and games: What makes games engaging. Digital game-based learning, 5(1), 5-31.
  • Rahman, R. A., Ahmad, S., Hashim, U. R. (2018). The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia. International Journal of Educational Technology in Higher Education, 15(1), 41.
  • Reeve, J. (2012). A self-determination theory perspective on student engagement Handbook of research on student engagement (pp. 149-172): Springer.
  • Salamonson, Y., Andrew, S., Everett, B. (2009). Academic engagement and disengagement as predictors of performance in pathophysiology among nursing students.
  • Salen, K., Tekinbaş, K. S., Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT press.
  • Sánchez Mena, A. A., & Martí Parreño, J. (2017). Drivers and barriers to adopting gamification: teachers’ perspectives. The Electronic Journal of e-Learning, 15(5), 434-443.
  • Savin-Baden, M., Major, C. H. (2013). Qualitative research: The essential guide to theory and practice. Routledge.
  • Scott Nicholson, S. (2013). Two paths to motivation through game design elements: reward-based gamification and meaningful gamification. iConference 2013 Proceedings (pp. 671-672). doi:10.9776/13313
  • Skinner, E. A., Belmont, M. J. (1993). Motivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year. Journal of educational psychology, 85(4), 571.
  • Tan, Y.L.L. (2018). Meaningful gamification and students’ motivation: A strategy for scaffolding reading material. Online Learning, 22(2), 141-155. doi:10.24059/olj.v22i2.1167
  • Tsay, C. H. H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with technology-mediated gamification: An empirical study. Computers & Education, 121, 1-17.
  • Vogt, W. P., Gardner, D. C., Haeffele, L. M., Vogt, E. R. (2014). Selecting the right analyses for your data: Quantitative, qualitative, and mixed methods. Guilford Publications.
  • Werbach, K., Hunter, D. (2012). The gamification toolkit. Dynamics, mechanics and components for the win. Pennsylvania: Wharton Digital Press.
  • Yapıcı, İ. Ü., & Karakoyun, F. Biyoloji Öğretiminde Oyunlaştırma: Kahoot Uygulaması Örneği. Turkish Online Journal of Qualitative Inquiry, 8(4), 396-414.
  • Yıldırım, İbrahim. Eğitimin Oyunlaştırılmasına İlişkin Öğrenci Algıları: Bir Q Metodu Analizi. EĞİTİM VE BİLİM, 2017, 42.191.
  • Yıldırım, İ., Demir, S. (2016). Oyunlaştırma Temelli “Öğretim İlke ve Yöntemleri” Dersi Öğretim Programı Hakkında Öğrenci Görüşleri Students’ Views about Gamification Based Curriculum for the Lesson of “Teaching Principles and Methods”. Uluslararası Eğitim Programları ve Öğretim Çalışmaları Dergisi, 2(6), 85-102.
  • Yin, R. K. (2011). Applications of case study research. London: Sage.
  • Yuksel, H.S. (2019). Experiences of Prospective Physical Education Teachers on Active Gaming within the Context of School-Based Physical Activity. European Journal of Educational Research, 8(1), 199-211. doi:10.12973/eu-jer.8.1.199
  • Yüksel H.S. (2018). Teknoloji Destekli Aktif Oyun Programına Katılan Ortaokul Öğrencilerinin Deneyimlerinin İncelenmesi. (Yayımlanmamış doktora tezi). Ankara Üniversitesi Sağlık Bilimleri Enstitüsü, Ankara.
  • Yüksel, H. S., Tuncel, F. (2017). Experiences of 5th Grade Students Participating in Active Gaming-Assisted Physical Education Lessons. Journal of Education and Training Studies, 5(13), 19-31.
There are 62 citations in total.

Details

Primary Language Turkish
Subjects Sports Medicine
Journal Section Research Article
Authors

Hidayet Suha Yüksel 0000-0002-3841-6568

Seda Canlı This is me 0000-0002-9042-1153

Publication Date June 30, 2019
Published in Issue Year 2019 Volume: 17 Issue: 2

Cite

APA Yüksel, H. S., & Canlı, S. (2019). OYUNLAŞTIRMA VE ÖĞRENCİ KATILIMI: LİSANS EĞİTİMİNDE BİR DURUM ÇALIŞMASI. SPORMETRE Beden Eğitimi Ve Spor Bilimleri Dergisi, 17(2), 92-109. https://doi.org/10.33689/spormetre.527412

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