Araştırma Makalesi
BibTex RIS Kaynak Göster
Yıl 2019, , 246 - 271, 12.07.2019
https://doi.org/10.30935/cet.590005

Öz

Kaynakça

  • 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
  • Baker, C., Davis, D., & Dolgon, C. (2014). Toward a participatory imagination: Lessons on engagement from popular education and participatory action research. Farnham, UK: Ashgate.
  • Bal, M. (2018). Cok katmanli okuryazarlik baglaminda oyunlastirmanin Turkce ogretim surecine katkisi. Ana Dili Egitimi Dergisi, 6(1), 183-201.
  • 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
  • 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.
  • 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
  • Buckley, P. & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175.doi=10.1080/10494820.2014.964263
  • 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
  • Cammarota, J., Romero, A., & Stovall, D. (2014). Raza studies: The public option for educational revolution. Tucson, AZ: University of Arizona Press.
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  • Cohan, A. & Honigsfeld, A. (2011). Breaking the mold of preservice and inservice teacher education: Innovative and successful practices for the twenty-first century. Lanham: Rowman & Littlefield Education.
  • Cook, M. P.,Gremo, M. & Morgan, R. (2017). We’re just playing. Simulation & Gaming, 48(2), 199-218. doi:10.1177/1046878116684570
  • Cózar-Gutiérrez, R. & Sáez-López, J. (2016). Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu. International Journal Of Educational Technology In Higher Education, 13(1), 1-11. doi:10.1186/s41239-016-0003-4
  • Creswell, J. W. (2013). Nitel arastirma yontemleri (Cev. M. Butun ve S. B. Demir). Ankara: Siyasal Kitabevi.
  • Cruaud, C. (2016). The play fulframe: Gamification in a French as a foreign language class. Innovation in Language Learning and Teaching, 12(4), 330-343. doi:10.1080/17501229. 2016. 1213268
  • Cibik, S. (2010). Oyunlastirma yoluyla islenen siirlerde parcalarustu birimlerin karsilastiriması (Yayimlanmamis yüksek lisans tezi). Mugla Sitki Kocman Universitesi Sosyal Bilimler Enstitusu.
  • Demirel, O. & Sahinel, M. (2006). Turkce ogretimi. Ankara: Pegem.
  • Denham, A. (2018). Using a digital game as an advance organizer. Educational Technology Research and Development, 66(1), 1-24. doi:10.1007/s11423-017-9537-y
  • El Tantawi, M., Sadaf, S., & Al Humaid, J. (2018). Using gamification to develop academic writing skills in dental undergraduate students. European Journal of Dental Education, 22(1), 15-22. doi.org/10.1111/eje.12238
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  • FigueroaFlores, J. F. (2015). Using gamification to enhance second language learning. Digital Education Review, 27, 32-54.
  • Fis Erumit, S. (2016). Oyunlastirma yaklasimlarinin eğitimde kullanimi: Tasarim tabanli bir arastirma (Yayimlanmamis doktora tezi). Ataturk Universitesi Egitim Bilimleri Enstitusu, Erzurum.
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  • Gee, J. P. (2013). Games for learning. Educational Horizons, 91(4), 16-20.
  • Gellar-Goad, T. (2015). World of Wordcraft: Foreign language grammar and composition taught as a term-long role-playing game. Arts and Humanities in Higher Education, 14(4), 368-382. doi:10.1177/1474022214556030
  • Genc Ersoy, B. (2017). Turkce dersinde oyunlastirmanin ilkokul ogrencilerinin soz varligina ve motivasyonlarina etkisi (Yayimlanmamis doktora tezi). Anadolu Universitesi Egitim Bilimleri Enstitusu, Eskişehir.
  • Glover, I. (2013). Play as you learn: Gamification as a technique for motivating learners. In A. Couros & V. Irvine (Eds.) Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications (pp. 1999–2008). Chesapeake, VA: AACE.
  • Gocer, A. (2014). Yazma tutum olcegi’nin (YTO) Turkceye Uyarlanmasi: Gecerlik ve guvenirlik calismasi. Kastamonu Egitim Dergisi, 22(2), 515-524.
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Use of Digital Games in Writing Education: An Action Research on Gamification

Yıl 2019, , 246 - 271, 12.07.2019
https://doi.org/10.30935/cet.590005

Öz

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.

Kaynakça

  • 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
  • Baker, C., Davis, D., & Dolgon, C. (2014). Toward a participatory imagination: Lessons on engagement from popular education and participatory action research. Farnham, UK: Ashgate.
  • Bal, M. (2018). Cok katmanli okuryazarlik baglaminda oyunlastirmanin Turkce ogretim surecine katkisi. Ana Dili Egitimi Dergisi, 6(1), 183-201.
  • 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
  • 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.
  • 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
  • Buckley, P. & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175.doi=10.1080/10494820.2014.964263
  • 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
  • Cammarota, J., Romero, A., & Stovall, D. (2014). Raza studies: The public option for educational revolution. Tucson, AZ: University of Arizona Press.
  • Chen, M. H., Tseng, W. T., & Hsiao, T. Y. (2018). The effectiveness of digital game‐based vocabulary learning: A framework‐based view of meta‐analysis. British Journal of Educational Technology, 49(1), 69-77.
  • Cohan, A. & Honigsfeld, A. (2011). Breaking the mold of preservice and inservice teacher education: Innovative and successful practices for the twenty-first century. Lanham: Rowman & Littlefield Education.
  • Cook, M. P.,Gremo, M. & Morgan, R. (2017). We’re just playing. Simulation & Gaming, 48(2), 199-218. doi:10.1177/1046878116684570
  • Cózar-Gutiérrez, R. & Sáez-López, J. (2016). Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu. International Journal Of Educational Technology In Higher Education, 13(1), 1-11. doi:10.1186/s41239-016-0003-4
  • Creswell, J. W. (2013). Nitel arastirma yontemleri (Cev. M. Butun ve S. B. Demir). Ankara: Siyasal Kitabevi.
  • Cruaud, C. (2016). The play fulframe: Gamification in a French as a foreign language class. Innovation in Language Learning and Teaching, 12(4), 330-343. doi:10.1080/17501229. 2016. 1213268
  • Cibik, S. (2010). Oyunlastirma yoluyla islenen siirlerde parcalarustu birimlerin karsilastiriması (Yayimlanmamis yüksek lisans tezi). Mugla Sitki Kocman Universitesi Sosyal Bilimler Enstitusu.
  • Demirel, O. & Sahinel, M. (2006). Turkce ogretimi. Ankara: Pegem.
  • Denham, A. (2018). Using a digital game as an advance organizer. Educational Technology Research and Development, 66(1), 1-24. doi:10.1007/s11423-017-9537-y
  • El Tantawi, M., Sadaf, S., & Al Humaid, J. (2018). Using gamification to develop academic writing skills in dental undergraduate students. European Journal of Dental Education, 22(1), 15-22. doi.org/10.1111/eje.12238
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  • Fettes, T. (2007). A case for action? Skills for active citizenship research. London: Quality Improvement Agency.
  • FigueroaFlores, J. F. (2015). Using gamification to enhance second language learning. Digital Education Review, 27, 32-54.
  • Fis Erumit, S. (2016). Oyunlastirma yaklasimlarinin eğitimde kullanimi: Tasarim tabanli bir arastirma (Yayimlanmamis doktora tezi). Ataturk Universitesi Egitim Bilimleri Enstitusu, Erzurum.
  • Gee, J. P. (2008). Learning and games. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp. 21-40). Cambridge, MA: The MIT Press.
  • Gee, J. P. (2013). Games for learning. Educational Horizons, 91(4), 16-20.
  • Gellar-Goad, T. (2015). World of Wordcraft: Foreign language grammar and composition taught as a term-long role-playing game. Arts and Humanities in Higher Education, 14(4), 368-382. doi:10.1177/1474022214556030
  • Genc Ersoy, B. (2017). Turkce dersinde oyunlastirmanin ilkokul ogrencilerinin soz varligina ve motivasyonlarina etkisi (Yayimlanmamis doktora tezi). Anadolu Universitesi Egitim Bilimleri Enstitusu, Eskişehir.
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  • Yildirim, I. & Demir, S. (2016). Students’ views about gamification based curriculum for the lesson of “Teaching Principles and Methods”. Uluslararası Egitim Programlari ve Ogretim Calismalari Dergisi, 6(11), 85-101.
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Toplam 98 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Makaleler
Yazarlar

Mazhar Bal Bu kişi benim 0000-0001-6958-9130

Yayımlanma Tarihi 12 Temmuz 2019
Yayımlandığı Sayı Yıl 2019

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