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The Role of Gamification as a Learning Tool on Health Literacy in the Digital Age

Year 2022, Volume: 7 Issue: 14, 262 - 285, 30.01.2022
https://doi.org/10.37679/trta.960815

Abstract

Wearable technologies, telemedicine, m-health, e-health, 3D printers are just a few of the developments in the field of health. While these developments in the field of health provide convenience to health workers who provide health services, they also provide the opportunity to raise awareness of the society in terms of preventing diseases. Considering that people from all walks of life use digital technology today, it is unthinkable for all these developments to be separate from the field of health literacy. Considering the low level of health literacy in many societies, studies have shown that digital health has a significant potential to increase this level. Within the scope of the study, Turkish and English literature review was conducted using the keywords "game", "gamification", "health literacy", "digital tools". The obtained articles were examined, and the positive and negative roles of gamification practices in the field of health on health literacy were revealed. After the study, it was determined that positive results could be obtained with gamification practices, such as quitting smoking, fighting obesity, exercising regularly, preparing a balanced diet plan, complying with hygiene rules, and brushing teeth. Issues such as the difficulty of adapting people from all walks of life to digital tools, the concern that it will increase digital addiction, and the lack of internet and technology infrastructure are among the problems that are seen as negative. In this context, gamification in the field of health can be considered as an important tool to support and maintain a positive permanent change in the health behaviors of individuals. In the context of the literature review and the results of the researches, it can be stated that gamification in the field of health will improve the ability to understand and comprehend, which is the basis of health literacy, although there are negative aspects.

References

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Dijital Çağda Öğrenme Aracı Olarak Oyunlaştırmanın Sağlık Okuryazarlığı Üzerindeki Rolü

Year 2022, Volume: 7 Issue: 14, 262 - 285, 30.01.2022
https://doi.org/10.37679/trta.960815

Abstract

Dijital teknoloji her alanda olduğu gibi sağlık alanında da büyük bir gelişim göstermektedir. Giyilebilir teknolojiler, teletıp, m-sağlık, e-sağlık, 3D yazıcılar sağlık alanında yaşanılan birkaç gelişmeden bazılarıdır. Sağlık alanında yaşanan bu gelişmeler sağlık hizmeti sunan sağlık çalışanlarına kolaylık sağlarken, hastalıkları önleme anlamında da toplumu bilinçlendirme imkânı sunmaktadır. Günümüzde özellikle her kesimden insanın dijital teknolojiyi kullandığı göz önüne alındığında tüm bu gelişmelerin sağlık okuryazarlığı alanından ayrı olması düşünülemez. Birçok toplumda sağlık okuryazarlığı seviyesinin düşüklüğü dikkate alındığında dijital sağlığın bu seviyeyi yükseltmeye yönelik önemli bir potansiyeli olduğu yapılan araştırmalarla ortaya konulmuştur. Çalışma kapsamında "oyun", "oyunlaştırma", "sağlık okuryazarlığı", "dijital araçlar" anahtar kelimeleri kullanılarak Türkçe ve İngilizce literatür taraması yapılmıştır. Elde edilen makaleler incelenmiş, sağlık alanında oyunlaştırma uygulamalarının sağlık okuryazarlığına olumlu ve olumsuz yöndeki rolü ortaya konulmuştur. Çalışma sonrasında oyunlaştırma uygulamaları ile örneğin sigarayı bırakma, obezite ile mücadele etme, düzenli egzersiz yapma, dengeli beslenme planı hazırlama, hijyen kurallarına uyma, diş fırçalama gibi konularda olumlu sonuçlar alınabileceği belirlenmiştir. Her kesimden insanın dijital araçlara uyumunun zorluğu, dijital bağımlılığı artıracağı endişesi, internet ve teknoloji altyapı yetersizliği gibi konular da olumsuz olarak görülen sorunların başında gelmektedir. Bu bağlamda sağlık alanında oyunlaştırma, bireylerin sağlık davranışlarında olumlu yönde bir kalıcı değişikliği desteklemek ve sürdürmek adına önemli bir araç olarak kabul edilebilir. Literatür taraması ve yapılan araştırmaların sonuçları bağlamında sağlık alanında oyunlaştırmanın olumsuz yönleri olsa da sağlık okuryazarlığının temelini oluşturan anlayabilme ve kavrayabilme yeterliliğini geliştireceği ifade edilebilir.

References

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There are 79 citations in total.

Details

Primary Language Turkish
Subjects Communication and Media Studies
Journal Section Articles
Authors

Özlem Duğan 0000-0001-9028-7989

Publication Date January 30, 2022
Submission Date July 1, 2021
Acceptance Date January 14, 2022
Published in Issue Year 2022 Volume: 7 Issue: 14

Cite

APA Duğan, Ö. (2022). Dijital Çağda Öğrenme Aracı Olarak Oyunlaştırmanın Sağlık Okuryazarlığı Üzerindeki Rolü. TRT Akademi, 7(14), 262-285. https://doi.org/10.37679/trta.960815

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