BibTex RIS Cite

İngilizce Öğretmenlerinin Bilgisayarın Yabancı Dil Öğretim ve Öğreniminde Kullanımı Hakkındaki Görüşleri

Year 2011, Volume: 24 Issue: 1, 217 - 246, 01.04.2011

Abstract

References

  • Aldrich, C. 2004. Simulations and the future of learning: An innovative (and perhaps revolutionary) approach to e-learning. San Francisco, CA: Pfeiffer.
  • Baek, Y. K. 2008. What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games. Cyber Psychology and Behavior. 11(6):665-671.
  • Barab, S.A., Thomas, M. K, Dodge, T., Carteaux, B., and Tuzun, H. 2005. Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development. 53(1): 86-107.
  • Betz, J. A. 1995. Computer games: Increases learning in an interactive multidisciplinary environment. Journal of Educational Technology Systems. 24: 195-205.
  • Csikszentmihalyi, M. and Csikszentmihalyi, I. S. 1998. Optimal experience: Psychological studies of flow in consciousness. Cambridge, UK: Cambridge University Press.
  • Christakis, D.A., Ebel, B.E., Rivara, F.P, and Zimmerman, F.J. 2004. Television, video, and computer game usage in children under 11 years of age. The Journal of Pediatrics. 145: 652-656.
  • Garris, G., Ahlers, R., and Driskell, J. 2002. Games, motivation and learning. Simulation and Gaming. 33: 441-467.
  • Gee, J.P. 2003. What video games have to teach us about learning and literacy. NewYork: Palgrave/Macmillan.
  • Glaser B. G, Strauss A. L. 1967. The Discovery of Grounded Theory: Strategies for Qualitative Research. New York: Aldine.
  • Johnson, W.L., Marcella, S., and Vilhjalmsson. The DARWARS Tactical language Training System. Interservice/ Industry Training, Simulation and Education Conference (I/ITSEC). 2004.
  • Kafai, Y. B. 1995. Minds in play. Computer game design as a context for children’s learning. Mahwah, NJ: Lawrence Erlbaum Associates.
  • Kaptalin, V., and Cole, M. 2002. Individual and collective activities in educational computer game playing. Mahwah, NJ: Lawrence Erlbaum. 303-316.
  • Kangas, S. 2003. Hyödyllista pelaamista. Opestuspelit ja muut tainmentit. ITK Conference, Hameenlinna, Finland.
  • Ke, F. 2008. A case study of computer gaming for math.: Engaged learning from gameplay?. Computers and Education. 51: 1609-1620.
  • Klemetti, M., Taimistro, O., Karppinen, P. 2009. The attitudes of Finnish school teachers towards Commercial educational games. Design and use of Serious Games. 97-105.
  • Krepsi, M. R., Bone, M., Ahmad, R., Worthıngton, B., Salmon, P. 2008. Hemodialysis Patients’ Evaluation of Their Lives. Türk Psikiyatri Dergisi. 19(4): 365-372.
  • Lee, K. 2000. English teachers’ barriers to the use of computer-assisted language learning. The Internet TESL Journal. 6(12).
  • Malone, T. W. 1981. What make computer games fun? Byte. 6:258-277.
  • Meunier, L.E. 1996. Human factors in a computer assisted foreign language environment: The effects of gender, personality and keyboard control. CALICO Journal. 13 (2-3): 47-72.
  • Miller WL, Crabtree BF. 1992. Primary care research: a multimethod typology and qualitative road map. Doing Qualitative Research, BF Crabtree, WL Miller (Ed), Sage Publications. 3-28.
  • Patton M.Q. 1990. Qualitative Evaluation and Research Methods, 2nd ed., Newbury Park. Sage.
  • Peterson, M. 2010. Massively multiplayer online role-playing games (MMORPGs) as arenas for second language learning. Computer Assisted Language Learning, 23 (5), 429-439.
  • Prensky, M.2001 Digital game based learning. New York; London; Mc Graw-Hill.
  • Rieber, L. P. 1996. Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology, Research and Development. 44(1): 43-58.
  • Şahhüseyinoğlu, D. 2007. Eleştirel düşünme ve eğitsel oyunlar: İngiliz dili aday öğretmenlerinin görüşleri. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi. 32: 266-273.
  • Squire, K. Video games in education. International Journal of Intelligent Games and Simulation. 2003. 2(1): 49-62.
  • Strauss A, Corbin J. 1990. Basics of Qualitative Research: Grounded Theory, Procedures and Techniques. Newbury Park, CA: Sage.
  • Summers, M. 1990. New student teachers and computers: an investigation of experiences and feelings. Educational Review, 42(3), 261–271.
  • Tüzün, H. 2004. Motivating learners in educational computer games. Yayınlanmamış Doktora Tezi. Indiana Üniversitesi.
  • Tüzün, H. 2006. Eğitsel bilgisayar oyunları ve bir örnek: Quest Atlantis. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi. 30: 220-230.
  • Whelan, D.L. 2005. Let the games begin. School Library Journal. 51(4): 40- 43.Mead, J. V. 1992. Looking at old photographs: Investigating the teacher tales that novice teachers bring with them (Report No. NCRTL-RR-92-4). East Lansing, MI: National Center for Research on Teacher Learning. (ERIC Document Reproduction Service No. ED346082)
  • Borman, W. C., Hanson, M. A., Oppler, S. H., Pulakos, E. D., and White, L. A. 1993. Role of early supervisory experience in supervisor performance. Journal of Applied Psychology, 78, 443-449. Retrieved October 23, 2000, from PsycARTICLES database.
  • Fournier, M., de Ridder, D., and Bensing, J. 1999. Optimism and adaptation to multiple sclerosis: What does optimism mean? Journal of Behavioral Medicine, 22, 303-326. Abstract retrieved October 23, 2000, from PsycINFO database.

İngilizce Öğretmenlerinin Bilgisayarın Yabancı Dil Öğretim ve Öğreniminde Kullanımı Hakkındaki Görüşleri

Year 2011, Volume: 24 Issue: 1, 217 - 246, 01.04.2011

Abstract

Bu çalışmada; İngilizce öğretmenlerinin yabancı dil eğitiminde bilgisayar
oyunlarının öğretim aracı olarak kullanımına yönelik görüşleri ve tutumları ele
alınmıştır.
Araştırmada kuram geliştirme teorisine yönelik eğilimler ve perspektifler
temel alınmıştır. Araştırmada kuram geliştirme teorisinin öngördüğü üzere veriler
mümkün olduğunca analitik bir şekilde incelenerek, araştırma sonuçlarının
tümevarım yöntemiyle sunulduğu nitel araştırma tekniği kullanılmıştır. Maksatlı
örnekleme tekniğiyle belirlenen bu araştırmanın örneklemi ilköğretim ve
ortaöğretim kurumlarında görev yapan İngilizce öğretmenleriyle sınırlıdır.
Örneklemi oluşturan 8 öğretmenden 4’ü ilköğretimde, 4’ü ortaöğretim kurumlarında
görev yapmaktadır. Verilerin çözümlenmesi sonucu araştırmanın amacına yönelik
7 tema ortaya çıkmıştır.
Araştırmanın sonuçlarına göre; İngilizce öğretmenleri eğitsel bilgisayar
oyunlarını geleneksel eğitime göre yabancı dil eğitiminde kullanılabilecek alternatif
bir araç olarak görmektedirler. Geleneksel sınıf ortamlarının monotonluğunu ortadan
kaldırmada bilgisayar oyunları kullanımının etkili bir yol olacağı İngilizce
öğretmenleri tarafından düşünülmektedir. Öte yandan, yabancı dil öğretmenlerinin
bilgisayar oyunu kullanım tercihleri, sahip oldukları eğitim felsefesine bağlıdır.
Ayrıca bilgisayar oyunlarının öğrenci motivasyonunu sağladığı, öğrencilerin iletişim ve etkileşimini artırdığı İngilizce öğretmenleri tarafından kabul edilmektedir.
Çalışmada ayrıca bilgisayar oyunlarının yabancı dil eğitiminde kullanılabilmesi için
öğretmenlere gerekli teknolojik desteğin sağlanması gerektiği belirtilmiştir.

References

  • Aldrich, C. 2004. Simulations and the future of learning: An innovative (and perhaps revolutionary) approach to e-learning. San Francisco, CA: Pfeiffer.
  • Baek, Y. K. 2008. What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games. Cyber Psychology and Behavior. 11(6):665-671.
  • Barab, S.A., Thomas, M. K, Dodge, T., Carteaux, B., and Tuzun, H. 2005. Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development. 53(1): 86-107.
  • Betz, J. A. 1995. Computer games: Increases learning in an interactive multidisciplinary environment. Journal of Educational Technology Systems. 24: 195-205.
  • Csikszentmihalyi, M. and Csikszentmihalyi, I. S. 1998. Optimal experience: Psychological studies of flow in consciousness. Cambridge, UK: Cambridge University Press.
  • Christakis, D.A., Ebel, B.E., Rivara, F.P, and Zimmerman, F.J. 2004. Television, video, and computer game usage in children under 11 years of age. The Journal of Pediatrics. 145: 652-656.
  • Garris, G., Ahlers, R., and Driskell, J. 2002. Games, motivation and learning. Simulation and Gaming. 33: 441-467.
  • Gee, J.P. 2003. What video games have to teach us about learning and literacy. NewYork: Palgrave/Macmillan.
  • Glaser B. G, Strauss A. L. 1967. The Discovery of Grounded Theory: Strategies for Qualitative Research. New York: Aldine.
  • Johnson, W.L., Marcella, S., and Vilhjalmsson. The DARWARS Tactical language Training System. Interservice/ Industry Training, Simulation and Education Conference (I/ITSEC). 2004.
  • Kafai, Y. B. 1995. Minds in play. Computer game design as a context for children’s learning. Mahwah, NJ: Lawrence Erlbaum Associates.
  • Kaptalin, V., and Cole, M. 2002. Individual and collective activities in educational computer game playing. Mahwah, NJ: Lawrence Erlbaum. 303-316.
  • Kangas, S. 2003. Hyödyllista pelaamista. Opestuspelit ja muut tainmentit. ITK Conference, Hameenlinna, Finland.
  • Ke, F. 2008. A case study of computer gaming for math.: Engaged learning from gameplay?. Computers and Education. 51: 1609-1620.
  • Klemetti, M., Taimistro, O., Karppinen, P. 2009. The attitudes of Finnish school teachers towards Commercial educational games. Design and use of Serious Games. 97-105.
  • Krepsi, M. R., Bone, M., Ahmad, R., Worthıngton, B., Salmon, P. 2008. Hemodialysis Patients’ Evaluation of Their Lives. Türk Psikiyatri Dergisi. 19(4): 365-372.
  • Lee, K. 2000. English teachers’ barriers to the use of computer-assisted language learning. The Internet TESL Journal. 6(12).
  • Malone, T. W. 1981. What make computer games fun? Byte. 6:258-277.
  • Meunier, L.E. 1996. Human factors in a computer assisted foreign language environment: The effects of gender, personality and keyboard control. CALICO Journal. 13 (2-3): 47-72.
  • Miller WL, Crabtree BF. 1992. Primary care research: a multimethod typology and qualitative road map. Doing Qualitative Research, BF Crabtree, WL Miller (Ed), Sage Publications. 3-28.
  • Patton M.Q. 1990. Qualitative Evaluation and Research Methods, 2nd ed., Newbury Park. Sage.
  • Peterson, M. 2010. Massively multiplayer online role-playing games (MMORPGs) as arenas for second language learning. Computer Assisted Language Learning, 23 (5), 429-439.
  • Prensky, M.2001 Digital game based learning. New York; London; Mc Graw-Hill.
  • Rieber, L. P. 1996. Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology, Research and Development. 44(1): 43-58.
  • Şahhüseyinoğlu, D. 2007. Eleştirel düşünme ve eğitsel oyunlar: İngiliz dili aday öğretmenlerinin görüşleri. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi. 32: 266-273.
  • Squire, K. Video games in education. International Journal of Intelligent Games and Simulation. 2003. 2(1): 49-62.
  • Strauss A, Corbin J. 1990. Basics of Qualitative Research: Grounded Theory, Procedures and Techniques. Newbury Park, CA: Sage.
  • Summers, M. 1990. New student teachers and computers: an investigation of experiences and feelings. Educational Review, 42(3), 261–271.
  • Tüzün, H. 2004. Motivating learners in educational computer games. Yayınlanmamış Doktora Tezi. Indiana Üniversitesi.
  • Tüzün, H. 2006. Eğitsel bilgisayar oyunları ve bir örnek: Quest Atlantis. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi. 30: 220-230.
  • Whelan, D.L. 2005. Let the games begin. School Library Journal. 51(4): 40- 43.Mead, J. V. 1992. Looking at old photographs: Investigating the teacher tales that novice teachers bring with them (Report No. NCRTL-RR-92-4). East Lansing, MI: National Center for Research on Teacher Learning. (ERIC Document Reproduction Service No. ED346082)
  • Borman, W. C., Hanson, M. A., Oppler, S. H., Pulakos, E. D., and White, L. A. 1993. Role of early supervisory experience in supervisor performance. Journal of Applied Psychology, 78, 443-449. Retrieved October 23, 2000, from PsycARTICLES database.
  • Fournier, M., de Ridder, D., and Bensing, J. 1999. Optimism and adaptation to multiple sclerosis: What does optimism mean? Journal of Behavioral Medicine, 22, 303-326. Abstract retrieved October 23, 2000, from PsycINFO database.
There are 33 citations in total.

Details

Primary Language Turkish
Journal Section Articles
Authors

Muhammet Demirbilek This is me

Zeliha Yücel This is me

Publication Date April 1, 2011
Submission Date November 14, 2015
Published in Issue Year 2011 Volume: 24 Issue: 1

Cite

APA Demirbilek, M., & Yücel, Z. (2011). İngilizce Öğretmenlerinin Bilgisayarın Yabancı Dil Öğretim ve Öğreniminde Kullanımı Hakkındaki Görüşleri. Journal of Uludag University Faculty of Education, 24(1), 217-246.