Araştırma Makalesi
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Yönetim Bilişim Sistemleri Bölümü Öğrencilerinin Oyunlaştırmaya Yönelik Algı ve Motivasyonunun Belirlenmesi Üzerine Bir Çalışma

Yıl 2021, Cilt: 4 Sayı: 2, 128 - 148, 31.12.2021
https://doi.org/10.33721/by.916641

Öz

Oyunlaştırma, dijital çağın yenilikçi eğitim metodolojilerinden biridir. Bilgi ve iletişim teknolojilerinde yaşanan gelişmelerle birlikte farklı disiplinlerde kullanılmaya başlanan oyunlaştırmayla, ciddi olan, yeterince eğlenceli olmayan içeriklerin oyunsu bir tasarım ile hedef gruba iletilmesi amaçlamaktadır. Günümüzde, Z kuşağının değişen öğrenme davranışlarına uygun öğrenme ortamları ve müfredat içeriği tasarlanması da gerekli hale gelmiştir. Bu noktada da oyunlaştırma kilit bir araçtır. Başarılı ve etkin oyunlaştırılmış tasarımların yapılabilmesi için hedef grubun beklenti ve fikirlerini dikkate almak önemlidir. Öğrencilerin beklentilerini karşılayan öğrenme ortamlarında öğrencinin motivasyonu yükselecektir ve bu şekilde de yüksek performans göstermesi mümkün hâle gelecektir. Bu çalışma, Ankara Yıldırım Beyazıt Üniversitesi Yönetim Bilişim Sistemleri Bölümü 2. sınıf öğrencilerinin oyunlaştırmaya yönelik algı ve motivasyonunu ortaya koymak amacıyla gerçekleştirilmiştir. Çalışmada betimleme yöntemi kullanılmıştır. Araştırma kapsamında “Ankara Yıldırım Beyazıt Üniversitesi Yönetim Bilişim Sistemi lisans öğrencilerinin oyunlaştırmaya yönelik algı ve motivasyonu nedir?” sorusuna yanıt aranmaya çalışılmıştır. Çalışma kapsamında beş bölümden oluşan anket formu kullanılmıştır. Araştırma evrenini 337 öğrenci oluşturmaktadır. Anket 43 öğrenciye uygulanmıştır. Çalışma sonucunda öğrencilerin çoğunluğunun oyunlaştırmaya yönelik olumlu bir algı ve tutuma sahip olduğu ve derslerin oyunlaştırılmasını istedikleri tespit edilmiştir.

Kaynakça

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A Study on Identifying the Perception and Motivation of Students of the Department of Management Information Systems

Yıl 2021, Cilt: 4 Sayı: 2, 128 - 148, 31.12.2021
https://doi.org/10.33721/by.916641

Öz

Gamification is one of the innovative educational methodologies of the digital era. The gamification which has begun to be used in different disciplines with the development of information and communication technologies aims to transmit the contents that are critical but not entertaining enough to the target group through a playful design. In order to adapt to the digital era, it has become a necessity to design learning environments and curriculum content in accordance with the changing learning behaviors of Generation Z. At this point, gamification is a key tool. Also, it is important to take the expectations and opinions of the target group into consideration to make successful and effective gamified designs. In learning environments meeting the expectation of students, motivation and therefore, performance of the student will be higher. This study was carried out in order to reveal the perception and motivation of 2nd grade students studying in the Department of Management Information Systems in Ankara Yıldırım Beyazıt University. In this study, descriptive method was used.
The research question was formulated as “What is the perception and motivation of the students of Department of Management Information Systems of Ankara Yıldırım Beyazıt University?”. Within the frame of the study, a survey form comprised of five sections was used. The research population is comprised of 337 students. The survey was employed to 43 students. As a result of the study, it was found out that majority of the students had a positive perception and attitude towards gamification and they prefer that the courses should be gamified. 

Kaynakça

  • Aldemir, T., Çelik, B. ve Kaplan, G. (2018). A Qualitative Investigation of Student Perceptions of Game Elements in a Gamified Course. Computers in Human Behavior, 78, 235- 254.
  • Alsawaier, R. (2017). The Effect of Gamification on Motivation and Engagement. International Journal of Information and Learning Technology. 45(1). Erişim adresi: https://www.emerald.com/insight/content/doi/10.1108/IJILT-02-2017-0009/full/html.
  • Banfield, J. ve Wilkerson, B. (2014). Increasing Student Intrinsic Motivation and Self-efficacy through Gamification Pedagogy. Contemporary Issues in Education Research, 7(4), 291-298. Erişim adresi: https://eric.ed.gov/?id=EJ1073237.
  • Barata, G., Gama, S., Jorge, J. ve Gonçalves, D. (2017). Studying Student Differentiation in Gamified Education: A-long Term Study. Computers in Human Behavior, 71, 550-581. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0747563216306203.
  • Barr,P. N., Noble, J. ve Biddle, R. (2007). Video Game Values: Human-computer Interaction and Games. ., Interacting With Computers, 19(2), 180-195.
  • Bayraktar, Ö. (2014). Bir İletişim Modeli Olarak Oyunlaştırma (Yayınlanmamış Yüksek Lisans Tezi). İstanbul: Maltepe Üniversitesi Sosyal Bilimler Enstitüsü İşletme Anabilim Dalı. Erişim adresi: https://openaccess.maltepe.edu.tr/xmlui/bitstream/handle/20.500.12415/2791/10057629.pdf?sequence=1.
  • Büyüköztürk, Ş. (2004). Veri Analizi El Kitabı. Ankara: Pegem A Yayıncılık.
  • Cahyani, A. D.(2016). Gamification Approach to Enhance Students Engagement in Studying Language Course”. The 2rd Bali International Seminar on Science & Technology içinde. Erişim adresi: https://www.matec-conferences.org/articles/matecconf/abs/2016/21/matecconf_bisstech2016_03006/matecconf_bisstech2016_03006.html.
  • Chang, J. W. ve Wei, H.-Y. (2016). Exploring Engaging Gamification Mechanics in Massive Online Open Courses. Educational Technology & Society, 19(2), 177–203. Erişim adresi: https://search.proquest.com/docview/1792129422?accountid=15518.
  • Chou, C., Tsai, M. J.(2007). Gender Differences in Taiwan High School Students’ Computer Game Playing. Computers in Human Behavior, 23, 812-824.
  • Connolly, T. M., Boyle, E. ve Hainey, T. (2007). A Survey of Students’ Motivation for Playing Computer Games: A Comperative Analysis. 1. Avrupa oyun tabanlı öğrenme konferansında sunulan bildiri.Erişim adresi: https://research-portal.uws.ac.uk/en/publications/a-survey-of-students-motivations-for-playing-computer-games-a-com.
  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T. ve Boyle, J. M. (2012). A Systematic Literature Review of Empirical Evidence on Computer Games and Serious games. Computers & Education, 59 (2), 661-686. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0360131512000619casa_token=WUzarLvyCeoAAAAA:DG7qjBogYZeYxP5A5WGWXTTuE2sFHXz59GjrJbAiyoOVloUDW5lFBR-jZI2sbpswjBif2b0r#bib33.
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  • Constantinescu, R. S. (2012) Learning by Playing: Using Computer Games in Teaching English Grammar to High School Students. Education Source, 110-115.
  • Çıngı, H. (1990). Örnekleme Kuramı. Ankara: Hacettepe Üniversitesi.
  • Daniel W. W. (1999). Biostatistics: A Foundation for Analysis in the Health Sciences. New York: John Wiley & Sons.
  • Davis, F. (1989). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly, 13 (3), 319-340.
  • De-Marcos, L., Garcia-Cabot, A. ve Garcia-Lopez, E. (2017). Towards the Social Gamification of E-Learning: A Practical Experiment. International Journal of Engineering Education, 33 (1), 66–73. Erişim adresi: https://www.scopus.com/inward/record.uri?eid=2-s2.0-85015255902&partnerID=40&md5=e6b77324147eb9671a49e0807ca05f21.
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  • Kundarıcıoğlu, İ. (2018). Oyunlaştırma Kavramı Üzerine İçerik Analizi Çalışması. Yayımlanmamış Yüksek Lisans Tezi. Balıkesir Üniversitesi Fen Bilimleri Enstitüsü. Erişim adresi: http://dspace.balikesir.edu.tr/xmlui/handle/20.500.12462/3429.
  • Landers, R. N. ve Landers, A. K. (2015). An Emprical Test on the Theory of Gamified Learning: The Effect of Leaderboards on Time-on-task and Academic Performance. Sage Journals, 45(6), 769-785. Erişim adresi: https://journals.sagepub.com/doi/10.1177/1046878114563662?icid=int.sj-abstract.similar-articles.1
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Toplam 71 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Kütüphane ve Bilgi Çalışmaları
Bölüm Hakemli Makaleler
Yazarlar

Demet Soylu 0000-0002-2005-6875

Özgür Külcü 0000-0002-2204-3170

Yayımlanma Tarihi 31 Aralık 2021
Gönderilme Tarihi 15 Nisan 2021
Yayımlandığı Sayı Yıl 2021 Cilt: 4 Sayı: 2

Kaynak Göster

APA Soylu, D., & Külcü, Ö. (2021). Yönetim Bilişim Sistemleri Bölümü Öğrencilerinin Oyunlaştırmaya Yönelik Algı ve Motivasyonunun Belirlenmesi Üzerine Bir Çalışma. Bilgi Yönetimi, 4(2), 128-148. https://doi.org/10.33721/by.916641

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