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A Gamification-Based Design Process Proposal for Architectural Education

Yıl 2023, Cilt: 2 Sayı: 1, 128 - 148, 01.02.2023

Öz

Gamification, while existing as a concept for many years, has been acknowledged in the research field and has just recently taken its place in the research terminology. It is a concept that builds up on collaborative work and collective thinking via a series of rules in the context of the score-reward system. The aim of this research is to develop a new design process model by incorporating the concept of gamification into the architectural design process. In this study content analysis method, which is one of the qualitative research methods, was used. In this context, current approaches in architectural design studios and digital approaches in architectural design have been analyzed and associated with the concept of gamification. With these analyzes and the determination of different usage areas of the concept of gamification, all the findings obtained were discussed in a theoretical framework with the opportunities provided by digital design and a new design process model is proposed based on the main criteria of gamification. It is thought that the proposed model is innovative compared to traditional approaches in the architectural design process and will contribute to methods such as digital design and game-based learning, which are thought to become widespread in the near future.

Kaynakça

  • Akbaş, G., Erçetin, A., & Tosun, V. (2019). Biliş ve kültür kavramının mimari tasarım üzerindeki etkileri. IBAD Sosyal Bilimler Dergisi, 5, 615-627. https://doi.org/10.21733/ibad.649670
  • Alhammad, M. M., & Moreno, A. M. (2018). Gamification in software engineering education: A systematic mapping. Journal of Systems and Software, 141, 131-150. https://doi.org/10.23919/MIPRO.2019.8757200
  • Álvaro-Tordesillas, A., Alonso-Rodríguez, M., Poza-Casado, I., & Galván-Desvaux, N. (2020). Gamification experience in the subject of descriptive geometry for architecture. Educacion XX1, 23(1), 373-408. https://doi.org/ 10.5944/educxx1.23591
  • Anthony, K. H. (2011). Design studios. In T. Banerjee & A. Loukaitou-Sideris (Eds.). Companion to urban design. Routledge.
  • Arı, A. C. (2018). Mimari tasarım eğitiminde kültürel şemanın etkisi: Selçuk Üniversitesi Mimarlık Bölümü örneği [Yüksek Lisans Tezi, Selçuk Üniversitesi].
  • Armstrong, M. B., & Landers, R. N. (2018). Gamification of employee training and development. International Journal of Training and Development, 22(2), 162-169. https://doi.org/10.1111/ijtd.12124
  • Aşkın, G. D. (2019). Gamification of design process in interior architecture education: Who? with whom? where? how? SHS Web of Conferences, 66, 01040. https://doi.org/10.1051/shsconf/20196601040
  • Avinç, G. M., & Vural, S. (2020). Bir model önerisi : hesaplamalı tasarım bağlamında değişen tasarım süreci. Online Journal of Art and Design 8(1), 77-96.
  • Aydemir, A. Z. (2017). Experiments, practices and positions in architectural design studio [Doktora Tezi, İstanbul Teknik Üniversitesi].
  • Bayazıt, N. (1978). Mimarlıkta tasarlama ileri yöntem ve teknikleri ders notları. İTÜ Mimarlık Fakültesi, İstanbul.
  • Bloom, B. S. (1953). Thought-processes in lectures and discussions. The Journal of General Education, 7(3), 160-169. http://www.jstor.org/stable/27795429
  • Buluç, C. (2022). Architectural history in virtual space: A look into modern video games [Yüksek Lisans Tezi, Orta Doğu Teknik Üniversitesi].
  • Chang, S., & Jun, H. (2019). Hybrid deep-learning model to recognise emotional responses of users towards architectural design alternatives. Journal of Asian Architecture and Building Engineering, 18(5), 381-391. https://doi.org/10.1080/13467581.2019.1660663
  • Cheng, V. W. S., Davenport, T., Johnson, D., Vella, K., & Hickie, I. B. (2019). Gamification in apps and technologies for improving mental health and well-being: Systematic review. JMIR Mental Health, 6(6), 1-15. https://doi.org/10.2196/13717
  • Colomina, B., Choi, E., Galan, I. G., & Meister, A. M. (2012). Radical pedagogies. Architectural Review, 232(1388), 78-82.
  • Cotton, V., & Patel, M. S. (2019). Gamification use and design in popular health and fitness mobile applications. American Journal of Health Promotion, 33(3), 448-451. https://doi.org/10.1177/0890117118790394
  • Cret, P. P. (1941). The Ecole des Beaux-Arts and architectural education. The Journal of the American Society of Architectural Historians, 3-15. https://doi.org/10.2307/901128
  • Crinson, M., & Lubbock, J. (1994). Architecture, art or profession?: Three hundred years of architectural education in Britain. Manchester University Press.
  • Curran, T. P. (2020). Landscape architecture in the classroom: tracking the process of learning of a 4th grade class as they participate in a garden design project [Yüksek Lisans Tezi, California State Polytechnic University].
  • Dankmeyer, J. (2020). Playable adaptivity: how to educate the designers of tomorrow for a resilient urban future [Yüksek Lisans Tezi, Chalmers School of Architecture].
  • Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14, 9-36. https://doi.org/10.1186/s41239-017-0042-5
  • Djabarouti, J., & O’Flaherty, C. (2019). Experiential learning with building craft in the architectural design studio: a pilot study exploring its implications for built heritage in the UK. Thinking Skills and Creativity, 32(April), 102-113. https://doi.org/10.1016/j.tsc.2019.05.003
  • Eisingerich, A. B., Marchand, A., Fritze, M. P., & Dong, L. (2019). Hook vs. hope: how to enhance customer engagement through gamification. International Journal of Research in Marketing, 36(2), 200-215. https://doi.org/10.1016/j.ijresmar.2019.02.003
  • Emam, M., Taha, D., & Elsayad, Z. (2019). Collaborative pedagogy in architectural design studio : a case study in applying collaborative design. Alexandria Engineering Journal, 58(1), 163-170. https://doi.org/10.1016/j.aej.2018.03.005
  • Eshaghi, S. (2022). The use of gamification to enrich the park experience for the visitors: Istanbul Atatürk urban forest park case study [Yüksek Lisans Tezi, İstanbul Teknik Üniversitesi].
  • Fonseca, D., Villagrasa, S., Navarro, I., Redondo, E., Valls, F., & Sánchez, A. (2017). Urban gamification in architecture education. Advances in Intelligent Systems and Computing, 571, 335-341. https://doi.org/10.1007/978-3-319-56541-5_34
  • Gros, B. (2007). Digital Games in Education: The design of games-based learning environments, Journal of Research on Technology in Education, 40(1), 23-38
  • Güneroğlu, N., & Bekar, M. (2020). Tasarım sürecinin bitkisel ve yapısal katman dâhilinde çözümlenmesi. Bartın Orman Fakültesi Dergisi, 22(1), 9-21. https://doi.org/10.24011/barofd.632743
  • Heidari, P. (2018). Questioning design tools in the early stage of architectural design process: Pen and paper vs. digital sketching [Doktora Tezi, Yıldız Teknik Üniversitesi].
  • Hsu, C. L., & Chen, M. C. (2018a). How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role. Technological Forecasting and Social Change, 132(July 2018), 118-129. https://doi.org/10.1016/j.techfore.2018.01.023
  • Hsu, C. L., & Chen, M. C. (2018b). How gamification marketing activities motivate desirable consumer behaviors: focusing on the role of brand love. Computers in Human Behavior, 88(June), 121-133. https://doi.org/10.1016/j.chb.2018.06.037
  • Hsu, T. W., Tsai, M. H., Babu, S. V., Hsu, P. H., Chang, H. M., Lin, W. C., Chuang, J. H. (2020). Design and initial evaluation of a VR based immersive and interactive architectural design discussion system. IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 363-371. https://doi.org/10.1109/VR46266.2020.00056
  • Hunicke, R., Leblanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. 19th National Conference of Artificial Intelligence.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. Pfeiffer, San Francisco.
  • Kelly, A. (2003). Decision making using game theory: an introduction for managers. Cambridge University Press, 204.
  • Kocabaş, O. (2021). Edebiyat ve video oyunlarında mekân bağlamında mimari ve anlatı ilişkisi [Yüksek Lisans Tezi, Eskişehir Teknik Üniversitesi].
  • Koçer Özgün, F. N. (2019). Inphimo: an augmented reality-based interface proposal for design process [Yüksek Lisans Tezi, İstanbul Teknik Üniversitesi].
  • Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: a review of gamification research. International Journal of Information Management, 45, 191-210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013
  • Lawson, B. (2005). Problems, solutions and the design process, how designers think. Architectural Press, Great Britain, 32, 121-125. https://doi.org/10.1016/C2013-0-04512-4
  • Marczewski, A. (2013). Gamification: A simple ıntroduction and a bit more. E-Book.
  • Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: a review of empirical literature. CEUR Workshop Proceedings, 2186(GamiFIN), 11-19.
  • Mohamed, K. E., & Özkan, S. T. E. (2018). Sustainable architectural design education: a pilot study in a 3rd year studio. The Academic Research Community Publication, 2(3), 126. https://doi.org/10.21625/archive.v2i3.354
  • Mora, A., Riera, D., González, C., & Arnedo-Moreno, J. (2017). Gamification: a systematic review of design frameworks. Journal of Computing in Higher Education, 516-548. https://doi.org/10.1007/s12528-017-9150-4
  • Newton, D. (2019). Generative deep learning in architectural design. Technology Architecture and Design, 3(2), 176-189. https://doi.org/10.1080/24751448.2019.1640536
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Mimarlık Eğitiminde Oyunlaştırmaya Dayalı Bir Tasarım Süreci Modeli Önerisi

Yıl 2023, Cilt: 2 Sayı: 1, 128 - 148, 01.02.2023

Öz

Kavram olarak uzun yıllardır var oluşuna rağmen, terminolojide yer alması ve bir araştırma alanına dönüşmesi henüz yeni olan oyunlaştırma, kişilerin önceden belirlenmiş bir dizi kuralı takip ederek başarı-ödül sistemi çerçevesinde beraber çalışmayı teşvik edici ve ortaklaşa düşünmeyi geliştirici bir konsepttir. Bu araştırmanın amacı oyunlaştırma kavramını, mimari tasarım sürecine dâhil ederek yeni bir tasarım süreci modeli geliştirmektir. Çalışmada nitel araştırma yöntemlerinden içerik analizi yöntemi kullanılmıştır. Bu kapsamda mimari tasarım stüdyolarında güncel yaklaşımlar ve mimari tasarımda dijital yaklaşımlar üzerine analizler yapılmış ve oyunlaştırma kavramıyla ilişkilendirilmiştir. Bu analizler ve oyunlaştırma kavramının farklı kullanım alanlarının tespit edilmesiyle birlikte elde edilen tüm bulgular kuramsal bir çerçevede tartışılarak dijital tasarımın sağladığı olanaklarla oyunlaştırmanın temel kriterlerini baz alan yeni bir tasarım süreci modeli önerilmiştir. Önerilen modelin mimari tasarım sürecinde geleneksel yaklaşımlara göre yenilikçi olduğu ve gelecekte yaygınlaşacağı düşünülen dijital tasarım, oyun tabanlı öğrenme gibi metotlara katkı sağlayacağı düşünülmektedir.

Kaynakça

  • Akbaş, G., Erçetin, A., & Tosun, V. (2019). Biliş ve kültür kavramının mimari tasarım üzerindeki etkileri. IBAD Sosyal Bilimler Dergisi, 5, 615-627. https://doi.org/10.21733/ibad.649670
  • Alhammad, M. M., & Moreno, A. M. (2018). Gamification in software engineering education: A systematic mapping. Journal of Systems and Software, 141, 131-150. https://doi.org/10.23919/MIPRO.2019.8757200
  • Álvaro-Tordesillas, A., Alonso-Rodríguez, M., Poza-Casado, I., & Galván-Desvaux, N. (2020). Gamification experience in the subject of descriptive geometry for architecture. Educacion XX1, 23(1), 373-408. https://doi.org/ 10.5944/educxx1.23591
  • Anthony, K. H. (2011). Design studios. In T. Banerjee & A. Loukaitou-Sideris (Eds.). Companion to urban design. Routledge.
  • Arı, A. C. (2018). Mimari tasarım eğitiminde kültürel şemanın etkisi: Selçuk Üniversitesi Mimarlık Bölümü örneği [Yüksek Lisans Tezi, Selçuk Üniversitesi].
  • Armstrong, M. B., & Landers, R. N. (2018). Gamification of employee training and development. International Journal of Training and Development, 22(2), 162-169. https://doi.org/10.1111/ijtd.12124
  • Aşkın, G. D. (2019). Gamification of design process in interior architecture education: Who? with whom? where? how? SHS Web of Conferences, 66, 01040. https://doi.org/10.1051/shsconf/20196601040
  • Avinç, G. M., & Vural, S. (2020). Bir model önerisi : hesaplamalı tasarım bağlamında değişen tasarım süreci. Online Journal of Art and Design 8(1), 77-96.
  • Aydemir, A. Z. (2017). Experiments, practices and positions in architectural design studio [Doktora Tezi, İstanbul Teknik Üniversitesi].
  • Bayazıt, N. (1978). Mimarlıkta tasarlama ileri yöntem ve teknikleri ders notları. İTÜ Mimarlık Fakültesi, İstanbul.
  • Bloom, B. S. (1953). Thought-processes in lectures and discussions. The Journal of General Education, 7(3), 160-169. http://www.jstor.org/stable/27795429
  • Buluç, C. (2022). Architectural history in virtual space: A look into modern video games [Yüksek Lisans Tezi, Orta Doğu Teknik Üniversitesi].
  • Chang, S., & Jun, H. (2019). Hybrid deep-learning model to recognise emotional responses of users towards architectural design alternatives. Journal of Asian Architecture and Building Engineering, 18(5), 381-391. https://doi.org/10.1080/13467581.2019.1660663
  • Cheng, V. W. S., Davenport, T., Johnson, D., Vella, K., & Hickie, I. B. (2019). Gamification in apps and technologies for improving mental health and well-being: Systematic review. JMIR Mental Health, 6(6), 1-15. https://doi.org/10.2196/13717
  • Colomina, B., Choi, E., Galan, I. G., & Meister, A. M. (2012). Radical pedagogies. Architectural Review, 232(1388), 78-82.
  • Cotton, V., & Patel, M. S. (2019). Gamification use and design in popular health and fitness mobile applications. American Journal of Health Promotion, 33(3), 448-451. https://doi.org/10.1177/0890117118790394
  • Cret, P. P. (1941). The Ecole des Beaux-Arts and architectural education. The Journal of the American Society of Architectural Historians, 3-15. https://doi.org/10.2307/901128
  • Crinson, M., & Lubbock, J. (1994). Architecture, art or profession?: Three hundred years of architectural education in Britain. Manchester University Press.
  • Curran, T. P. (2020). Landscape architecture in the classroom: tracking the process of learning of a 4th grade class as they participate in a garden design project [Yüksek Lisans Tezi, California State Polytechnic University].
  • Dankmeyer, J. (2020). Playable adaptivity: how to educate the designers of tomorrow for a resilient urban future [Yüksek Lisans Tezi, Chalmers School of Architecture].
  • Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14, 9-36. https://doi.org/10.1186/s41239-017-0042-5
  • Djabarouti, J., & O’Flaherty, C. (2019). Experiential learning with building craft in the architectural design studio: a pilot study exploring its implications for built heritage in the UK. Thinking Skills and Creativity, 32(April), 102-113. https://doi.org/10.1016/j.tsc.2019.05.003
  • Eisingerich, A. B., Marchand, A., Fritze, M. P., & Dong, L. (2019). Hook vs. hope: how to enhance customer engagement through gamification. International Journal of Research in Marketing, 36(2), 200-215. https://doi.org/10.1016/j.ijresmar.2019.02.003
  • Emam, M., Taha, D., & Elsayad, Z. (2019). Collaborative pedagogy in architectural design studio : a case study in applying collaborative design. Alexandria Engineering Journal, 58(1), 163-170. https://doi.org/10.1016/j.aej.2018.03.005
  • Eshaghi, S. (2022). The use of gamification to enrich the park experience for the visitors: Istanbul Atatürk urban forest park case study [Yüksek Lisans Tezi, İstanbul Teknik Üniversitesi].
  • Fonseca, D., Villagrasa, S., Navarro, I., Redondo, E., Valls, F., & Sánchez, A. (2017). Urban gamification in architecture education. Advances in Intelligent Systems and Computing, 571, 335-341. https://doi.org/10.1007/978-3-319-56541-5_34
  • Gros, B. (2007). Digital Games in Education: The design of games-based learning environments, Journal of Research on Technology in Education, 40(1), 23-38
  • Güneroğlu, N., & Bekar, M. (2020). Tasarım sürecinin bitkisel ve yapısal katman dâhilinde çözümlenmesi. Bartın Orman Fakültesi Dergisi, 22(1), 9-21. https://doi.org/10.24011/barofd.632743
  • Heidari, P. (2018). Questioning design tools in the early stage of architectural design process: Pen and paper vs. digital sketching [Doktora Tezi, Yıldız Teknik Üniversitesi].
  • Hsu, C. L., & Chen, M. C. (2018a). How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role. Technological Forecasting and Social Change, 132(July 2018), 118-129. https://doi.org/10.1016/j.techfore.2018.01.023
  • Hsu, C. L., & Chen, M. C. (2018b). How gamification marketing activities motivate desirable consumer behaviors: focusing on the role of brand love. Computers in Human Behavior, 88(June), 121-133. https://doi.org/10.1016/j.chb.2018.06.037
  • Hsu, T. W., Tsai, M. H., Babu, S. V., Hsu, P. H., Chang, H. M., Lin, W. C., Chuang, J. H. (2020). Design and initial evaluation of a VR based immersive and interactive architectural design discussion system. IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 363-371. https://doi.org/10.1109/VR46266.2020.00056
  • Hunicke, R., Leblanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. 19th National Conference of Artificial Intelligence.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. Pfeiffer, San Francisco.
  • Kelly, A. (2003). Decision making using game theory: an introduction for managers. Cambridge University Press, 204.
  • Kocabaş, O. (2021). Edebiyat ve video oyunlarında mekân bağlamında mimari ve anlatı ilişkisi [Yüksek Lisans Tezi, Eskişehir Teknik Üniversitesi].
  • Koçer Özgün, F. N. (2019). Inphimo: an augmented reality-based interface proposal for design process [Yüksek Lisans Tezi, İstanbul Teknik Üniversitesi].
  • Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: a review of gamification research. International Journal of Information Management, 45, 191-210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013
  • Lawson, B. (2005). Problems, solutions and the design process, how designers think. Architectural Press, Great Britain, 32, 121-125. https://doi.org/10.1016/C2013-0-04512-4
  • Marczewski, A. (2013). Gamification: A simple ıntroduction and a bit more. E-Book.
  • Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: a review of empirical literature. CEUR Workshop Proceedings, 2186(GamiFIN), 11-19.
  • Mohamed, K. E., & Özkan, S. T. E. (2018). Sustainable architectural design education: a pilot study in a 3rd year studio. The Academic Research Community Publication, 2(3), 126. https://doi.org/10.21625/archive.v2i3.354
  • Mora, A., Riera, D., González, C., & Arnedo-Moreno, J. (2017). Gamification: a systematic review of design frameworks. Journal of Computing in Higher Education, 516-548. https://doi.org/10.1007/s12528-017-9150-4
  • Newton, D. (2019). Generative deep learning in architectural design. Technology Architecture and Design, 3(2), 176-189. https://doi.org/10.1080/24751448.2019.1640536
  • Orbey, B., & Sarıoğlu Erdoğdu, G. P. (2020). Design process re-visited in the first year design studio: between intuition and reasoning. International Journal of Technology and Design Education, 31(4), 771-795. https://doi.org/10.1007/s10798-020-09573-2
  • Putz, L. M., Hofbauer, F., & Treiblmaier, H. (2020). Can gamification help to improve education? Findings from a longitudinal study. Computers in Human Behavior, 110, 106392. https://doi.org/10.1016/j.chb.2020.106392
  • Renjith, S. C., Park, K., & Okudan Kremer, G. E. (2019). A design framework for additive manufacturing: integration of additive manufacturing capabilities in the early design process. International Journal of Precision Engineering and Manufacturing, 21(2), 329-345. https://doi.org/10.1007/s12541-019-00253-3
  • Sanchez, D. R., Langer, M., & Kaur, R. (2020). Gamification in the classroom: examining the impact of gamified quizzes on student learning. Computers and Education, 144(October 2018), 103666. https://doi.org/10.1016/j.compedu.2019.103666
  • Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017). A systematic review of gamification in e-Health. Journal of Biomedical Informatics, 71, 31-48. https://doi.org/10.1016/j.jbi.2017.05.011
  • Sarwate, P. L., & Patil, A. P. (2016). The incorporation of biomimicry into an architectural design process: a new approach towards sustainability of built environment. Bonfring International Journal of Industrial Engineering and Management Science, 6(1), 19-23. https://doi.org/10.9756/BIJIEMS.10443
  • Schnabel, M. A., Lo, T. T., & Aydin, S. (2014). Gamification and rule based design strategies in architecture education. Conference Paper, DECEMBER, 1-11. https://doi.org/10.13140/2.1.5150.3689
  • Shahrubudin, N., Lee, T. C., & Ramlan, R. (2019). An overview on 3D printing technology: technological, materials, and applications. Procedia Manufacturing, 35, 1286-1296. https://doi.org/10.1016/j.promfg.2019.06.089
  • Shanthi Priya, R., Shabitha, P., & Radhakrishnan, S. (2020). Collaborative and participatory design approach in architectural design studios. Social Sciences & Humanities Open, 2(1), 100033. https://doi.org/10.1016/j.ssaho.2020.100033
  • Sinnamon, C. (2021). How body awareness interventions can enhance the architectural digital design process [Doktora Tezi, Queensland University of Technology].
  • Sitzmann, T. (2011). A meta-analytic examination of instructional effectiveness of computer- based simulation games. Personnel Psychology, 64, 489-528. https://doi.org/10.1111/j.1744-6570.2011.01190.x
  • Squire, K. (2005). Game-based learning: present and future state of the field. University of Wisconsin-Madison Press, Madison, WI.
  • Stanculescu, L. C., Bozzon, A., Sips, R. J. and Houben, G. J. (2016). Work and play: an experiment in enterprise gamification. In Proceedings of the 19th ACM Conference on Computer- Supported Cooperative Work & Social Computing, New York, NY: ACM, pp. 346-58. https://doi.org/10.1145/2818048.2820061
  • Strugała, D., & Walczak, K. (2019). Virtual reality and logic programming as assistance in architectural design. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 11613 LNCS, 158-174. https://doi.org/10.1007/978-3-030-25965-5_13
  • Taşçı, B. G. (2016). Utilization of digital games in built environment education. Universal Journal of Educational Research, 4(3), 632-637. https://doi.org/10.13189/ujer.2016.040323
  • Toda, A. M., do Carmo, R. M. C., da Silva, A. P., Bittencourt, I. I., & Isotani, S. (2019). An approach for planning and deploying gamification concepts with social networks within educational contexts. International Journal of Information Management, 46(October 2018), 294-303. https://doi.org/10.1016/j.ijinfomgt.2018.10.001
  • Valls, F., Redondo, E., Fonseca, D., Garcia-Almirall, P., & Subiros, J. (2016). Videogame technology in architecture education. Kurosu, M. (eds) Human-Computer Interaction. Novel User Experiences. HCI 2016. Lecture Notes in Computer Science, 9733. Springer, Cham. 9733, VII. https://doi.org/10.1007/978-3-319-39513-5_41
  • Xiong, J., Hsiang, El-Lin., He, Z., Zhan, T. & Wu, S. (2021). Augmented reality and virtual reality displays: emerging technologies and future perspectives. Light Sci Appl, 10(1), 216. https://doi.org/10.1038/s41377-021-00658-8
  • Yazar, T., & Üneşi, O. (2022). Oyun motoru tabanlı sanal ortamların mimari tasarım stüdyolarında kullanım olanaklarının araştırılması. Mimarlıkta Sayısal Tasarım XVI. Ulusal Sempozyumu Bildiri Kitabı, Eskişehir, 350-365. https://www.mstas2022.net/wpcontent/uploads /2022/11/MSTAS2022_ Bildiri_Kitabi.pdf
  • Yılmaz, E. A. (2018). Yeni nesil motivasyon iş’te oyunlaştırma. Ceres Yayınları, 16.
  • Zichermann, G. (2013). The gamification revolution: How leaders leverage game mechanics to crush the competition. McGraw Hill, US.
  • Zichermann, G., Cunningham, C. (2011). Gamification by design: implementing game mechanics in web and mobile apps. O’Reilly Media Inc. California.
Toplam 66 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Mimari Tasarım
Bölüm Araştırma Makaleleri
Yazarlar

Tuna Torun 0000-0002-1607-1036

Elif Tatar 0000-0001-6586-9047

Yayımlanma Tarihi 1 Şubat 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 2 Sayı: 1

Kaynak Göster

APA Torun, T., & Tatar, E. (2023). Mimarlık Eğitiminde Oyunlaştırmaya Dayalı Bir Tasarım Süreci Modeli Önerisi. Bodrum Journal of Art and Design, 2(1), 128-148.