BibTex RIS Kaynak Göster

Üç Boyutlu Oyunların Eğitimde Kullanılması

Yıl 2016, Cilt: 11 Sayı: 1, 172 - 187, 01.03.2016

Öz

Bu araştırmanın amacı; eğitimde kullanılan üç boyutlu (3B) oyunları incelemek ve değerlendirmektir. Araştırmada; 3B oyunlarda kullanılan araç ve materyaller, kullanıcı kitlesine ait yaş ve eğitim seviyesi, oyunlarda yer alan öğrenme alanları, kullanılan öğretim yaklaşımları ve öğrenme alanlarına göre elde edinilen kazanımlar incelenmiştir. İçerik analizi yönteminin kullanıldığı araştırmanın örneklemini 2009-2013 yıllarını kapsayan, SSCI veya SCI indeksli dergilerde yayınlanan ve eğitim amaçlı kullanılan 3B oyunlarla ilgili 28 çalışma oluşturmaktadır. Elde edilen bulgulara göre; oyunlarda çeşitli teknolojilerin kullanıldığı, eğitim düzeyine göre farklı oranlarda oyun oynama deneyimlerinin bulunduğu, matematik, coğrafya, fen bilgisi gibi pek çok alanda kullanıldığı belirlenmiştir. Oyunların motivasyon ve öğrenmeye önemli katkılar sağladığı görülmüştür. Bu araştırmadan elde edilen sonuçlar; gelecekteki araştırmacıların 3B oyunlar hakkında hangi konularla ilgili öğrenme boşluklarının olduğunu bilmelerine, bu konulara uygun çözüm yolları geliştirebilmelerine ve 3B oyunların eğitim alanlarında nasıl daha etkili olarak kullanılması gerektiğine ilişkin bulgular vermesi bakımından önemlidir.

Kaynakça

  • Agina, A. M. & Tennyson, R. D. (2012). Towards understanding the positive effect of playing violent video games on children's development. Procedia-Social and Behavioral Sciences, 69, 780-789.
  • Ak, O. (2012). A game scale to evaluate educational computer games. Procedia-Social and Behavioral Sciences, 46, 2477-2481.
  • Annetta, L. A., Minogue, J., Holmes, S. Y. & Cheng, M. T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers & Education, 53(1), 74-85.
  • Aziz, N. A. A., Aziz, K. A., Paul, A., Yusof, A. M. & Noor, N. S. M. (2012, February). Providing augmented reality based education for students with attention deficit hyperactive disorder via cloud computing: Its advantages. In Advanced Communication Technology (ICACT), 2012 14th International Conference on (pp. 577-581). IEEE.
  • Azuma, R. T. (1997). A survey of augmented reality. In Presence: Teleoperators and Virtual Environments, 6, 355–385.
  • Billinghurst, M. & Dünser, A. (2012). Augmented reality in the classroom. Computer, 45(7), 56-63.
  • Bozoki, A., Radovanovic, M., Winn, B., Heeter, C. & Anthony, J. C. (2013). Effects of a computer-based cognitive exercise program on age-related cognitive decline. Archives of gerontology and geriatrics, 57(1), 1-7.
  • Charsky, D. & Ressler, W. (2011). Games are made for fun”: Lessons on the effects of concept maps in the classroom use of computer games. Computers & Education, 56(3), 604-615.
  • Chehimi, F., Coulton, P. & Edwards, R. (2008). Evolution of 3D games on mobile phones. Personal and Ubiquitous Computing, 12(1), 19-25.
  • Cheng, C. H. & Su, C. H. (2012). A Game-based learning system for improving student's learning effectiveness in system analysis course. Procedia-Social and Behavioral Sciences, 31, 669-675.
  • Coller, B. D. & Scott, M. J. (2009). Effectiveness of using a video game to teach a course in mechanical engineering. Computers & Education, 53(3), 900-912.
  • Connolly, T. M., Stansfield, M. & Hainey, T. (2011). An alternate reality game for language learning: ARGuing for multilingual motivation. Computers & Education, 57(1), 1389- 1415.
  • De Lucia, A., Francese, R., Passero, I. & Tortora, G. (2009). Development and evaluation of a virtual campus on Second Life: The case of SecondDMI. Computers & Education, 52(1), 220-233.
  • Dede, C., Salzman, M. C., Loftin, R. B. & Sprague, D. (1999). Multisensory immersion as a modeling environment for learning complex scientific concepts. In Modeling and simulation in science and mathematics education (pp. 282-319). Springer New York.
  • Delasobera, B. E., Goodwin, T. L., Strehlow, M., Gilbert, G., D'Souza, P., Alok, A. & Mahadevan, S. V. (2010). Evaluating the efficacy of simulators and multimedia for refreshing ACLS skills in India. Resuscitation, 81(2), 217-223.
  • Dondlinger, M. J. (2007). Educational video game design: A review of the literature. Journal of Applied Educational Technology, 4(1), 21-31.
  • Dormann, C. & Biddle, R. (2006). Humour in game‐based learning. Learning, Media and Technology, 31(4), 411-424.
  • Echeverría, A., García-Campo, C., Nussbaum, M., Gil, F., Villalta, M., Améstica, M. &
  • Echeverría, S. (2011). A framework for the design and integration of collaborative classroom games. Computers & Education, 57(1), 1127-1136.
  • Floryan, M. (2009). A Literature Review of the Field of Serious Games, 28.01.2014 tarihinde https://people.cs.umass.edu/~mfloryan/publications/Floryan_LitReview_Final.pdf adresinden erişilmiştir.
  • Furió, D., González-Gancedo, S., Juan, M., Seguí, I. & Rando, N. (2013). Evaluation of learning outcomes using an educational iPhone game vs. traditional game. Computers & Education, 64, 1-23.
  • González, M.A, Santos, Belén, S.N, Vargas, A.R, Martín-Gutiérrez, J. & Rodríguez A.O. (2013). Virtual worlds: Opportunities and challenges in the 21st century, Procedia Computer Science, 25, 330-337.
  • Greitemeyer, T. & Osswald, S. (2009). Prosocial video games reduce aggressive cognitions. Journal of Experimental Social Psychology, 45(4), 896-900.
  • Gros, B. (2007). Digital Games in Education: The Design of game-based learning. Journal of Research on Technology in Education, 40(1), 23-38.
  • Hämäläinen, R. & Oksanen, K. (2012). Challenge of supporting vocational learning: Empowering collaboration in a scripted 3D game – How does teachers’ real-time orchestration make a difference? Computers & Education,2(59), 281-293.
  • Hamlen, K. R. (2011). Children’s choices and strategies in video games. Computers in Human Behavior, 27(1), 532-539.
  • Hamlen, K. R. (2012). Stochastic frontier estimation of efficient learning in video games. Computers & Education, 58(1), 534-541.
  • Hays, R. T. & Singer, M. J. (1989). Simulation fidelity in training system design: Bridging the gap between reality and training. New York: Springer-Verlag.
  • Heeter, C., Chu, K. C., Mishra, P., Egidio, R. & Lee, S. (2005). Gender and learning from games: Commercial and educational game play in a gender-segregated informal learning context. Retrieved July, 7, 2008.
  • Hew, K. F. & Cheung, W. S. (2010). Use of three‐dimensional (3‐D) immersive virtual worlds in K‐12 and higher education settings: A review of the research.British journal of educational technology, 41(1), 33-55.
  • Ivanova, M. & Ivanov, G. (2011). Enhancement of learning and teaching in computer graphics through marker augmented reality technology. International Journal of New Computer Architectures and their Applications (IJNCAA), 1(1), 176-184.
  • Ke, F. (2012). Computer-game-based tutoring of mathematics. Computers & Education, 60(1), 1-15.
  • Kebritchi, M., Hirumi, A. & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & education, 55(2), 427-443.
  • King, S. N., Davis, L., Lehman, J. J. & Ruddy, B. H. (2012). A model for treating voice disorders in school-age children within a video gaming environment. Journal of Voice, 26(5), 656-663.
  • Kirriemuir, J. & McFarlane, A. (2004). Literature review in games and learning. (Rapor No:8). Bristol: A NESTA Futurelab Research Report.
  • Korallo, L., Foreman, N., Boyd-Davis, S., Moar, M. & Coulson, M. (2012). Do challenge, task experience or computer familiarity influence the learning of historical chronology from virtual environments in 8–9 year old children? Computers & Education, 58(4), 1106-1116.
  • McClarty, K. L., Orr, A., Frey, P. M., Dolan, R. P., Vassileva, V. & McVay, A. (2012). A literature review of gaming in education. Gaming In Education.
  • Ming, Y., Ruan, Q. & Gao, G. (2012). A Mandarin edutainment system integrated virtual learning environments. Speech Communication. 55(1), 71-83.
  • Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education,53(3), 603-622.
  • Paraskeva, F., Mysirlaki, S. & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, 54(2), 498-505.
  • Prensky, M. (2001). Digital natives, digital immigrants part 1. On the horizon, 9(5), 1-6.
  • Robertson, J. (2012). Making games in the classroom: Benefits and gender concerns. Computers & Education, 59(2), 385-398.
  • Ronimus, M., Kujala, J., Tolvanen, A. & Lyytinen, H. (2013). Children’s engagement during digital game-based learning of reading: the effects of time, rewards, and challenge. Computers & Education, 1(71), 237-246.
  • Sampayo-Vargas, S., Cope, C. J., He, Z. & Byrne, G. J. (2013). The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game. Computers & Education, 69, 452-462.
  • Santamarina, R.T., Moreno-Ger, P., Torrente, J. & Fernández-Manjón, B. (2010). CS training: Introducing mobile educational games in the learning flow. In proceedings of the IEEE International Symposium on Industrial Electronics 2010 (ISIE 2010). 4-7 July 2010, Bari, Italy.
  • Schrader, C. & Bastiaens, T. J. (2012). The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games. Computers in Human Behavior, 28(2), 648-658.
  • Serge, S. R., Priest, H. A., Durlach, P. J. & Johnson, C. I. (2012). The effects of static and adaptive performance feedback in game-based training. Computers in Human Behavior. 29(3), 1150-1158.
  • Shaffer, D. W. (2006). Epistemic frames for epistemic games. Computers & Education, 46(3), 223–234.
  • Simões, J., Redondo, R.D. & Vilas, A.F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(1), 345-353.
  • Tanes, Z. & Cho, H. (2013). Goal setting outcomes: Examining the role of goal interaction in influencing the experience and learning outcomes of video game play for earthquake preparedness. Computers in Human Behavior, 29(3), 858-869.
  • Tao, Y. H., Cheng, C. J. & Sun, S. Y. (2009). What influences college students to continue using business simulation games? The Taiwan experience. Computers & Education, 53(3), 929-939.
  • Turgut, Y. & Irgin, P. (2009). Young learners’ language learning via computer games. Procedia-Social and Behavioral Sciences, 1(1), 760-764.
  • Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y. & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education, 52(1), 68-77.
  • Weber, R. P. (1990). Basic content analysis. Sage. Wei, T. & Li, Y. (2010, January). Design of educational game: a literature review. In Transactions on edutainment IV (pp. 266-276). Springer-Verlag.
  • Yıldırım, A. & Şimşek, H. (2008). Sosyal bilimlerde nitel araştırma yöntemleri. Ankara: Seçkin yayıncılık.

Using of Three-Dimensional Games in Education

Yıl 2016, Cilt: 11 Sayı: 1, 172 - 187, 01.03.2016

Öz

The aim of this research is to examine and evaluate three dimensional (3D) games used in education. This research focuses on tools and materials used in 3D games, age and educational profile of users, educational fields, teaching techniques used in games and the educational attainment gained according to educational fields. This study utilizes content analysis method and sample of this research consists of 28 separate studies about 3D games published in SSCI or SCI indexed journal during 2009-2013. Obtained results show that various technologies are used in these games, gaming experience and play rates differ according to educational level of gamers and that games are used in many fields like mathematics, geography and science. It was observed that games provide an important contribution to the motivation and learning skills of gamers. The results of this study are important as they provide future researches valuable information about educational fields that lack coverage in 3D games, developing appropriate solutions regarding these fields and determining how 3D games can be used in educational fields more effectively.

Kaynakça

  • Agina, A. M. & Tennyson, R. D. (2012). Towards understanding the positive effect of playing violent video games on children's development. Procedia-Social and Behavioral Sciences, 69, 780-789.
  • Ak, O. (2012). A game scale to evaluate educational computer games. Procedia-Social and Behavioral Sciences, 46, 2477-2481.
  • Annetta, L. A., Minogue, J., Holmes, S. Y. & Cheng, M. T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers & Education, 53(1), 74-85.
  • Aziz, N. A. A., Aziz, K. A., Paul, A., Yusof, A. M. & Noor, N. S. M. (2012, February). Providing augmented reality based education for students with attention deficit hyperactive disorder via cloud computing: Its advantages. In Advanced Communication Technology (ICACT), 2012 14th International Conference on (pp. 577-581). IEEE.
  • Azuma, R. T. (1997). A survey of augmented reality. In Presence: Teleoperators and Virtual Environments, 6, 355–385.
  • Billinghurst, M. & Dünser, A. (2012). Augmented reality in the classroom. Computer, 45(7), 56-63.
  • Bozoki, A., Radovanovic, M., Winn, B., Heeter, C. & Anthony, J. C. (2013). Effects of a computer-based cognitive exercise program on age-related cognitive decline. Archives of gerontology and geriatrics, 57(1), 1-7.
  • Charsky, D. & Ressler, W. (2011). Games are made for fun”: Lessons on the effects of concept maps in the classroom use of computer games. Computers & Education, 56(3), 604-615.
  • Chehimi, F., Coulton, P. & Edwards, R. (2008). Evolution of 3D games on mobile phones. Personal and Ubiquitous Computing, 12(1), 19-25.
  • Cheng, C. H. & Su, C. H. (2012). A Game-based learning system for improving student's learning effectiveness in system analysis course. Procedia-Social and Behavioral Sciences, 31, 669-675.
  • Coller, B. D. & Scott, M. J. (2009). Effectiveness of using a video game to teach a course in mechanical engineering. Computers & Education, 53(3), 900-912.
  • Connolly, T. M., Stansfield, M. & Hainey, T. (2011). An alternate reality game for language learning: ARGuing for multilingual motivation. Computers & Education, 57(1), 1389- 1415.
  • De Lucia, A., Francese, R., Passero, I. & Tortora, G. (2009). Development and evaluation of a virtual campus on Second Life: The case of SecondDMI. Computers & Education, 52(1), 220-233.
  • Dede, C., Salzman, M. C., Loftin, R. B. & Sprague, D. (1999). Multisensory immersion as a modeling environment for learning complex scientific concepts. In Modeling and simulation in science and mathematics education (pp. 282-319). Springer New York.
  • Delasobera, B. E., Goodwin, T. L., Strehlow, M., Gilbert, G., D'Souza, P., Alok, A. & Mahadevan, S. V. (2010). Evaluating the efficacy of simulators and multimedia for refreshing ACLS skills in India. Resuscitation, 81(2), 217-223.
  • Dondlinger, M. J. (2007). Educational video game design: A review of the literature. Journal of Applied Educational Technology, 4(1), 21-31.
  • Dormann, C. & Biddle, R. (2006). Humour in game‐based learning. Learning, Media and Technology, 31(4), 411-424.
  • Echeverría, A., García-Campo, C., Nussbaum, M., Gil, F., Villalta, M., Améstica, M. &
  • Echeverría, S. (2011). A framework for the design and integration of collaborative classroom games. Computers & Education, 57(1), 1127-1136.
  • Floryan, M. (2009). A Literature Review of the Field of Serious Games, 28.01.2014 tarihinde https://people.cs.umass.edu/~mfloryan/publications/Floryan_LitReview_Final.pdf adresinden erişilmiştir.
  • Furió, D., González-Gancedo, S., Juan, M., Seguí, I. & Rando, N. (2013). Evaluation of learning outcomes using an educational iPhone game vs. traditional game. Computers & Education, 64, 1-23.
  • González, M.A, Santos, Belén, S.N, Vargas, A.R, Martín-Gutiérrez, J. & Rodríguez A.O. (2013). Virtual worlds: Opportunities and challenges in the 21st century, Procedia Computer Science, 25, 330-337.
  • Greitemeyer, T. & Osswald, S. (2009). Prosocial video games reduce aggressive cognitions. Journal of Experimental Social Psychology, 45(4), 896-900.
  • Gros, B. (2007). Digital Games in Education: The Design of game-based learning. Journal of Research on Technology in Education, 40(1), 23-38.
  • Hämäläinen, R. & Oksanen, K. (2012). Challenge of supporting vocational learning: Empowering collaboration in a scripted 3D game – How does teachers’ real-time orchestration make a difference? Computers & Education,2(59), 281-293.
  • Hamlen, K. R. (2011). Children’s choices and strategies in video games. Computers in Human Behavior, 27(1), 532-539.
  • Hamlen, K. R. (2012). Stochastic frontier estimation of efficient learning in video games. Computers & Education, 58(1), 534-541.
  • Hays, R. T. & Singer, M. J. (1989). Simulation fidelity in training system design: Bridging the gap between reality and training. New York: Springer-Verlag.
  • Heeter, C., Chu, K. C., Mishra, P., Egidio, R. & Lee, S. (2005). Gender and learning from games: Commercial and educational game play in a gender-segregated informal learning context. Retrieved July, 7, 2008.
  • Hew, K. F. & Cheung, W. S. (2010). Use of three‐dimensional (3‐D) immersive virtual worlds in K‐12 and higher education settings: A review of the research.British journal of educational technology, 41(1), 33-55.
  • Ivanova, M. & Ivanov, G. (2011). Enhancement of learning and teaching in computer graphics through marker augmented reality technology. International Journal of New Computer Architectures and their Applications (IJNCAA), 1(1), 176-184.
  • Ke, F. (2012). Computer-game-based tutoring of mathematics. Computers & Education, 60(1), 1-15.
  • Kebritchi, M., Hirumi, A. & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & education, 55(2), 427-443.
  • King, S. N., Davis, L., Lehman, J. J. & Ruddy, B. H. (2012). A model for treating voice disorders in school-age children within a video gaming environment. Journal of Voice, 26(5), 656-663.
  • Kirriemuir, J. & McFarlane, A. (2004). Literature review in games and learning. (Rapor No:8). Bristol: A NESTA Futurelab Research Report.
  • Korallo, L., Foreman, N., Boyd-Davis, S., Moar, M. & Coulson, M. (2012). Do challenge, task experience or computer familiarity influence the learning of historical chronology from virtual environments in 8–9 year old children? Computers & Education, 58(4), 1106-1116.
  • McClarty, K. L., Orr, A., Frey, P. M., Dolan, R. P., Vassileva, V. & McVay, A. (2012). A literature review of gaming in education. Gaming In Education.
  • Ming, Y., Ruan, Q. & Gao, G. (2012). A Mandarin edutainment system integrated virtual learning environments. Speech Communication. 55(1), 71-83.
  • Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education,53(3), 603-622.
  • Paraskeva, F., Mysirlaki, S. & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, 54(2), 498-505.
  • Prensky, M. (2001). Digital natives, digital immigrants part 1. On the horizon, 9(5), 1-6.
  • Robertson, J. (2012). Making games in the classroom: Benefits and gender concerns. Computers & Education, 59(2), 385-398.
  • Ronimus, M., Kujala, J., Tolvanen, A. & Lyytinen, H. (2013). Children’s engagement during digital game-based learning of reading: the effects of time, rewards, and challenge. Computers & Education, 1(71), 237-246.
  • Sampayo-Vargas, S., Cope, C. J., He, Z. & Byrne, G. J. (2013). The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game. Computers & Education, 69, 452-462.
  • Santamarina, R.T., Moreno-Ger, P., Torrente, J. & Fernández-Manjón, B. (2010). CS training: Introducing mobile educational games in the learning flow. In proceedings of the IEEE International Symposium on Industrial Electronics 2010 (ISIE 2010). 4-7 July 2010, Bari, Italy.
  • Schrader, C. & Bastiaens, T. J. (2012). The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games. Computers in Human Behavior, 28(2), 648-658.
  • Serge, S. R., Priest, H. A., Durlach, P. J. & Johnson, C. I. (2012). The effects of static and adaptive performance feedback in game-based training. Computers in Human Behavior. 29(3), 1150-1158.
  • Shaffer, D. W. (2006). Epistemic frames for epistemic games. Computers & Education, 46(3), 223–234.
  • Simões, J., Redondo, R.D. & Vilas, A.F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(1), 345-353.
  • Tanes, Z. & Cho, H. (2013). Goal setting outcomes: Examining the role of goal interaction in influencing the experience and learning outcomes of video game play for earthquake preparedness. Computers in Human Behavior, 29(3), 858-869.
  • Tao, Y. H., Cheng, C. J. & Sun, S. Y. (2009). What influences college students to continue using business simulation games? The Taiwan experience. Computers & Education, 53(3), 929-939.
  • Turgut, Y. & Irgin, P. (2009). Young learners’ language learning via computer games. Procedia-Social and Behavioral Sciences, 1(1), 760-764.
  • Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y. & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education, 52(1), 68-77.
  • Weber, R. P. (1990). Basic content analysis. Sage. Wei, T. & Li, Y. (2010, January). Design of educational game: a literature review. In Transactions on edutainment IV (pp. 266-276). Springer-Verlag.
  • Yıldırım, A. & Şimşek, H. (2008). Sosyal bilimlerde nitel araştırma yöntemleri. Ankara: Seçkin yayıncılık.
Toplam 55 adet kaynakça vardır.

Ayrıntılar

Diğer ID JA54YG97DA
Bölüm Araştırma Makalesi
Yazarlar

Murat Çoban Bu kişi benim

Rabia Meryem Yılmaz Bu kişi benim

Türkan Karakuş Yılmaz Bu kişi benim

Yüksel Göktaş Bu kişi benim

Yayımlanma Tarihi 1 Mart 2016
Gönderilme Tarihi 1 Mart 2016
Yayımlandığı Sayı Yıl 2016 Cilt: 11 Sayı: 1

Kaynak Göster

APA Çoban, M., Yılmaz, R. M., Yılmaz, T. K., Göktaş, Y. (2016). Üç Boyutlu Oyunların Eğitimde Kullanılması. Bayburt Eğitim Fakültesi Dergisi, 11(1), 172-187.