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GİYDİRME CEPHE SİSTEMLERİNİN ÖĞRETİLMESİ İÇİN İNTERAKTİF BİR BİLGİSAYAR OYUNU ÖNERİSİ

Year 2018, Volume: 8 Issue: 3, 489 - 499, 01.07.2018

Abstract

Bu çalışmanın amacı giydirme cephe sistemlerini öğrencilere daha eğlenceli bir yolla öğretmek için
geliştirilen interaktif bilgisayar oyununun (GCS) etkinliğini ölçmektir. Çalışmada, GCS destekli
yöntem geleneksel ders anlatma yöntemiyle deney ortamında karşılaştırılmıştır. Deneye Karabük
Üniversitesi Mimarlık Bölümünden gönüllü 80 mimarlık öğrencisi katılmıştır. Deney kapsamında
katılımcılar homojen iki gruba ayrılmış, ilk gruba GCS oyunu oynatılmış, ikinci gruba ise geleneksel
yöntemle ders anlatılmıştır. Deney için Etik Kurul ve ilgili kamu kurumunun onayı alınmıştır. Elde
edilen veriler istatiksel açıdan değerlendirilmiştir. Çalışmada, interaktif sistemin başarı oranı
(M=71.07) geleneksel sistem ile ders anlatılan grubun başarı oranından (M=40.36) kayda değer
şekilde (p=0.000) daha yüksek çıkmıştır. 6 ay sonra gerçekleştirilen ikinci testte ise interaktif sistemin
ve geleneksel sistemin başarı oranının sırasıyla 17.20 ve 9.23 oranında düştüğü gözlemlenmiştir. Buna
rağmen interaktif sistemin başarı oranı hala geleneksel sistemden kayda değer (p=0.000) şekilde
yüksektir. Çalışma sonucunda interaktif bilgisayar oyunu olan GCS’nin giydirme cephe sistemlerinin
öğretilmesinde etkili bir araç olduğu görülmüştür. Oyun öğrencilerin giydirme cephe elemanlarının
işlevlerini ve montajını daha etkin şekilde öğrenmesine yardımcı olmuştur. Öğrencilerin oyunda
bulunan interaktif yapı elemanlarından yazılı ve sesli bilgi almalarının bu başarıda önemli bir etken
olduğu düşünülmektedir. Oyunun eğlence ve rekabet içeren ortamının öğrencilerin derse ve konuya
olan ilgilerinin artmasına ve sürekli canlı kalmasına yardımcı olduğu gözlemlenmiştir.

References

  • Agapiou, A. (2006). The Use and Evaluation of a Simulation Game to Teach Professional Practice Skills to Undergraduate Architecture Students. Journal for Education in the Built Environment, 1(2), 3–14. Banks, J. (1998). Principles of Simulation. In J. Banks (Ed.), Handbook of Simulation: Principles, Methodology, Advances, Applications, and Practice (pp. 3–31). New York: Wiley & Sons. Banks, J., Nelson, B. L., Carson, J. S., & Nicol, D. M. (2004). Discrete-Event System Simulation (4th ed.). Georgia: Prentice Hall. https://doi.org/10.2307/1268124 Becker, K., & Parker, J. R. (2012). The Guide to Computer Simulations and Games. Indiana: Wiley & Sons. Blender-Foundation. (2016). Blender Foundation. Retrieved from https://www.blender.org/about/ Bonta, J. P. (1979). Simulation Games in Architectural Education. Journal of Architectural Education, 33(1), 12–18. Chung, C. A. (2004). Simulation Modeling Handbook: A Practical Approach. New York: CRC Press. Cunningham, A. (2005). Notes on education and research around architecture. The Journal of Architecture, 10(4), 415–441. Dewey, J. (1998a). Analysis of Reflective Thinking. In L. A. Hickman & T. M. Alexander (Eds.), The Essential Dewey (pp. 137–144). Indiana: Indiana University Press. Dewey, J. (1998b). The Pattern of Inquiry: From Logic: The Theory of Inquiry (1938). In L. A. Hickman & T. M. Alexander (Eds.), The Essential Dewey: Ethics, Logic, Psychology (pp. 169– 179). Indiana: Indiana University Press. Felicia, P., & Egenfeld-Nielsen, S. (2011). Game-Based learning: a review of the state of the art. In S. Egenfeld-Nielsen, B. Meyer, & B. H. Sørensen (Eds.), SERIOUS GAMES IN EDUCATION – A Global Perspective (pp. 19–45). Copenhagen: Aarhus University Press. Hulst, A., & Ruijsendaal, M. (2012). Serious Gaming for Complex Decision Making. International Journal of Technology Enhanced Learning, 51–60. Jonassen, D. H. (1996). Computers in the classroom: mindtools for critical thinking. N J Prentice Hall. New Jersey: Merril. Kartiko, I., Kavakli, M., & Cheng, K. (2010). Learning science in a virtual reality application: The impacts of animated-virtual actors’ visual complexity. Computers & Education, 55(2), 881–891. Keslacy, E. (2015). Fun and games: The suppression of architectural authoriality and the rise of the reader. Footprint, 2015(17), 101–124. https://doi.org/10.7480/footprint.9.2.869 Kraten, M. (2015). Social Presence Theory And Experiential Learning Games. Business Education Innovation Journal, 7(2), 6–16. Langer, E. (1994). Beliefs, Reasoning and Decision-making: Psycho-logic in Honor of Bob Abelson. (R. Schank & E. Langer, Eds.). Psychology Press. Michael, D., & Chen, S. (2006). Serious Games: Games That Educate, Train, and Inform. Boston: Thomson Course Technology. Nagle, A., Wolf, P., & Riener, R. (2016). Towards a system of customized video game mechanics based on player personality: Relating the Big Five personality traits with difficulty adaptation in a first-person shooter game. Entertainment Computing, 13(2), 10–24. Naiman, J. P. (2016). AstroBlend: An astrophysical visualization package for Blender. Astronomy and Computing, 15, 50–60. Onur, Z. (1995). Mimarlık Eğitiminde Simülasyon Oyunları. Mimarlık, 33(4), 19–20. Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill. Prensky, M. (2006). Don’T Bother Me Mom--I’M Learning! Paragon House Publishers. Schank, R. C., Berman, T. R., & Macpherson, K. A. (1999). Learning By Doing. In C. M. Reigeluth (Ed.), Instructional-design Theories and Models: A New Paradigm of Instructional Theory (pp. 161–183). New Jersey: Routledge. Schön, D. A. (1983). The reflective practitioner : how professionals think in action. New York: Basic Books. Şahbaz, E. (2018). Mimarlık Eğitiminde Tarihi Yapıların Öğretilmesi için Hiper Ortam Araçlarının Algısal Bir Yöntem Olarak Kullanılması. Karabuk University. Şahbaz, E., & Özköse, A. (2017). Experiencing historical buildings through digital computer games. International Journal of Architectural Computing, 16, 22–33. Vygotsky, L. S. (Lev S. (1978). Mind in society : the development of higher psychological processes. (M. Cole, V. John-Steiner, S. Scribner, & E. Souberman, Eds.). Cambridge: Harvard University Press. Blender-Foundation: https://www.blender.org/about/ (E.T. 25.01.2017)
Year 2018, Volume: 8 Issue: 3, 489 - 499, 01.07.2018

Abstract

References

  • Agapiou, A. (2006). The Use and Evaluation of a Simulation Game to Teach Professional Practice Skills to Undergraduate Architecture Students. Journal for Education in the Built Environment, 1(2), 3–14. Banks, J. (1998). Principles of Simulation. In J. Banks (Ed.), Handbook of Simulation: Principles, Methodology, Advances, Applications, and Practice (pp. 3–31). New York: Wiley & Sons. Banks, J., Nelson, B. L., Carson, J. S., & Nicol, D. M. (2004). Discrete-Event System Simulation (4th ed.). Georgia: Prentice Hall. https://doi.org/10.2307/1268124 Becker, K., & Parker, J. R. (2012). The Guide to Computer Simulations and Games. Indiana: Wiley & Sons. Blender-Foundation. (2016). Blender Foundation. Retrieved from https://www.blender.org/about/ Bonta, J. P. (1979). Simulation Games in Architectural Education. Journal of Architectural Education, 33(1), 12–18. Chung, C. A. (2004). Simulation Modeling Handbook: A Practical Approach. New York: CRC Press. Cunningham, A. (2005). Notes on education and research around architecture. The Journal of Architecture, 10(4), 415–441. Dewey, J. (1998a). Analysis of Reflective Thinking. In L. A. Hickman & T. M. Alexander (Eds.), The Essential Dewey (pp. 137–144). Indiana: Indiana University Press. Dewey, J. (1998b). The Pattern of Inquiry: From Logic: The Theory of Inquiry (1938). In L. A. Hickman & T. M. Alexander (Eds.), The Essential Dewey: Ethics, Logic, Psychology (pp. 169– 179). Indiana: Indiana University Press. Felicia, P., & Egenfeld-Nielsen, S. (2011). Game-Based learning: a review of the state of the art. In S. Egenfeld-Nielsen, B. Meyer, & B. H. Sørensen (Eds.), SERIOUS GAMES IN EDUCATION – A Global Perspective (pp. 19–45). Copenhagen: Aarhus University Press. Hulst, A., & Ruijsendaal, M. (2012). Serious Gaming for Complex Decision Making. International Journal of Technology Enhanced Learning, 51–60. Jonassen, D. H. (1996). Computers in the classroom: mindtools for critical thinking. N J Prentice Hall. New Jersey: Merril. Kartiko, I., Kavakli, M., & Cheng, K. (2010). Learning science in a virtual reality application: The impacts of animated-virtual actors’ visual complexity. Computers & Education, 55(2), 881–891. Keslacy, E. (2015). Fun and games: The suppression of architectural authoriality and the rise of the reader. Footprint, 2015(17), 101–124. https://doi.org/10.7480/footprint.9.2.869 Kraten, M. (2015). Social Presence Theory And Experiential Learning Games. Business Education Innovation Journal, 7(2), 6–16. Langer, E. (1994). Beliefs, Reasoning and Decision-making: Psycho-logic in Honor of Bob Abelson. (R. Schank & E. Langer, Eds.). Psychology Press. Michael, D., & Chen, S. (2006). Serious Games: Games That Educate, Train, and Inform. Boston: Thomson Course Technology. Nagle, A., Wolf, P., & Riener, R. (2016). Towards a system of customized video game mechanics based on player personality: Relating the Big Five personality traits with difficulty adaptation in a first-person shooter game. Entertainment Computing, 13(2), 10–24. Naiman, J. P. (2016). AstroBlend: An astrophysical visualization package for Blender. Astronomy and Computing, 15, 50–60. Onur, Z. (1995). Mimarlık Eğitiminde Simülasyon Oyunları. Mimarlık, 33(4), 19–20. Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill. Prensky, M. (2006). Don’T Bother Me Mom--I’M Learning! Paragon House Publishers. Schank, R. C., Berman, T. R., & Macpherson, K. A. (1999). Learning By Doing. In C. M. Reigeluth (Ed.), Instructional-design Theories and Models: A New Paradigm of Instructional Theory (pp. 161–183). New Jersey: Routledge. Schön, D. A. (1983). The reflective practitioner : how professionals think in action. New York: Basic Books. Şahbaz, E. (2018). Mimarlık Eğitiminde Tarihi Yapıların Öğretilmesi için Hiper Ortam Araçlarının Algısal Bir Yöntem Olarak Kullanılması. Karabuk University. Şahbaz, E., & Özköse, A. (2017). Experiencing historical buildings through digital computer games. International Journal of Architectural Computing, 16, 22–33. Vygotsky, L. S. (Lev S. (1978). Mind in society : the development of higher psychological processes. (M. Cole, V. John-Steiner, S. Scribner, & E. Souberman, Eds.). Cambridge: Harvard University Press. Blender-Foundation: https://www.blender.org/about/ (E.T. 25.01.2017)
There are 1 citations in total.

Details

Primary Language Turkish
Subjects Engineering
Journal Section Makaleler
Authors

Eray Şahbaz This is me 0000-0002-5358-6100

Publication Date July 1, 2018
Submission Date April 13, 2018
Acceptance Date June 12, 2018
Published in Issue Year 2018 Volume: 8 Issue: 3

Cite

APA Şahbaz, E. (2018). GİYDİRME CEPHE SİSTEMLERİNİN ÖĞRETİLMESİ İÇİN İNTERAKTİF BİR BİLGİSAYAR OYUNU ÖNERİSİ. Turkish Online Journal of Design Art and Communication, 8(3), 489-499.


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