Araştırma Makalesi

Use of Digital Games in Writing Education: An Action Research on Gamification

Cilt: 10 Sayı: 3 12 Temmuz 2019
  • Mazhar Bal *
PDF İndir
EN

Use of Digital Games in Writing Education: An Action Research on Gamification

Abstract

The aim of the study is to determine the contribution of gamification to writing skills of middle school students. For this study, a lesson plan has been developed to relate Writing and Authorship Skills lesson to the gamification for middle school students. From this lesson plan, it was tried to determine the effectiveness of the teaching process. Therefore, the study was designed as action research. The research group is composed of seventh grade students. Criteria sampling technique was used to determine the participants. As a data collection tool, student diary, semi-structured interview form, semi-structured observation form, digital content of the students were used. Data obtained from the semi-structured interview form were analyzed by content analysis; other data were analyzed by descriptive analysis. Writing skills and gamification were related in the study. Turkish Language Teaching Program (2018) has been taken into consideration in the action plan which relates to gamification and writing skill. As a result of the study, it was seen that all participants were actively involved in the implementation process. In addition, it was concluded that gamification increased the interest of students towards the course, combined school and non-school life, facilitated classroom management, supported collaborative work, and developed creativity. As a result of this study, it is suggested that digital games can be used as a text type in Turkish language lessons with the method of gamification in order to positively affect motivation of the middle school students toward writing education.

Keywords

Kaynakça

  1. Ayhan, S. & Taner, A. (2016). Examination of students’ perceptions about computer lessons carried out with gamification. Turkish Journal Of Computer And Mathematics Education, 7(3),553-577. doi:10.16949/turkbilmat.277871
  2. Baker, C., Davis, D., & Dolgon, C. (2014). Toward a participatory imagination: Lessons on engagement from popular education and participatory action research. Farnham, UK: Ashgate.
  3. Bal, M. (2018). Cok katmanli okuryazarlik baglaminda oyunlastirmanin Turkce ogretim surecine katkisi. Ana Dili Egitimi Dergisi, 6(1), 183-201.
  4. Bogott, T. (2017). An exploration of technology integration using digital game-based learning with in early childhood settings. Retrieved on 26 February 2019 from https://search. proquest.com/docview/1961180994?accountid=15340
  5. Bolat, Y. İ., Simsek, O., Ulker, U. (2017). Oyunlastirilmil çevrimiçi sinif yanitlama sisteminin akademik basariya etkisi ve sisteme yönelik gorusler. Abant Izzet Baysal Universitesi Egitim Fakultesi Dergisi, 17(4), 1741-1761.
  6. Buchinger, D. & da Silva Hounsell, M. (2018). Guidelines for designing and using collaborative-competitive serious games. Computers & Education, 118, 133-149. doi:10.1016/j. compedu.2017.11.007
  7. Buckley, P. & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175.doi=10.1080/10494820.2014.964263
  8. Cahyani, A. D. (2016). Gamification approach to enhance students engagement in studying language course. Matec Web of Conferences, 58(1), 1-6. doi:10.1051/matec5conf/ 2016803006

Ayrıntılar

Birincil Dil

İngilizce

Konular

-

Bölüm

Araştırma Makalesi

Yazarlar

Yayımlanma Tarihi

12 Temmuz 2019

Gönderilme Tarihi

27 Şubat 2019

Kabul Tarihi

29 Mayıs 2019

Yayımlandığı Sayı

Yıl 2019 Cilt: 10 Sayı: 3

Kaynak Göster

APA
Bal, M. (2019). Use of Digital Games in Writing Education: An Action Research on Gamification. Contemporary Educational Technology, 10(3), 246-271. https://doi.org/10.30935/cet.590005
AMA
1.Bal M. Use of Digital Games in Writing Education: An Action Research on Gamification. Contemporary Educational Technology. 2019;10(3):246-271. doi:10.30935/cet.590005
Chicago
Bal, Mazhar. 2019. “Use of Digital Games in Writing Education: An Action Research on Gamification”. Contemporary Educational Technology 10 (3): 246-71. https://doi.org/10.30935/cet.590005.
EndNote
Bal M (01 Temmuz 2019) Use of Digital Games in Writing Education: An Action Research on Gamification. Contemporary Educational Technology 10 3 246–271.
IEEE
[1]M. Bal, “Use of Digital Games in Writing Education: An Action Research on Gamification”, Contemporary Educational Technology, c. 10, sy 3, ss. 246–271, Tem. 2019, doi: 10.30935/cet.590005.
ISNAD
Bal, Mazhar. “Use of Digital Games in Writing Education: An Action Research on Gamification”. Contemporary Educational Technology 10/3 (01 Temmuz 2019): 246-271. https://doi.org/10.30935/cet.590005.
JAMA
1.Bal M. Use of Digital Games in Writing Education: An Action Research on Gamification. Contemporary Educational Technology. 2019;10:246–271.
MLA
Bal, Mazhar. “Use of Digital Games in Writing Education: An Action Research on Gamification”. Contemporary Educational Technology, c. 10, sy 3, Temmuz 2019, ss. 246-71, doi:10.30935/cet.590005.
Vancouver
1.Mazhar Bal. Use of Digital Games in Writing Education: An Action Research on Gamification. Contemporary Educational Technology. 01 Temmuz 2019;10(3):246-71. doi:10.30935/cet.590005