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Alternatif Eğitsel Materyal Olarak Masa Oyunu Tasarımı ve Sık Kullanılan Oyun Mekanikleri

Yıl 2025, Sayı: 64, 1367 - 1398, 30.06.2025
https://doi.org/10.53444/deubefd.1463581

Öz

Bu çalışma, masa oyunlarının alternatif eğitim materyalleri olarak potansiyelini vurgulamak ve bilgi iletişimi için yapısal özelliklerini incelemek üzere gerçekleştirilmiştir. Oyun tasarımı, mekanikler, anlatı ve fiziksel oyun unsurlarının belirli bir tema bağlamında uyumla işlenmesi iken, bu makale özellikle eğitim içeriğine uyarlanabilecek masa oyunu mekaniklerini tanımlamaya ve açıklamaya odaklanmaktadır. Veri tabanları ve alan yazında yapılan kapsamlı incelemede, "eğitsel oyun" etiketiyle sınıflandırılmış 8614 kutu oyunu tespit edilmiş; bunlar arasında yapılan ikincil sınırlandırmayla 130 eğitsel masa oyunu örneği incelenmiş ve güncel yapımlarda sık kullanılan 17 adet oyun mekaniği belirlenmiştir. Nicel ve nitel verilerin içerik analizi ve sonrasında tematik analiz yöntemiyle incelenip yorumlandığı çalışmada, 130 oyun arasında tematik çakışmalarla çoklu olarak uygulanmış oyun mekanikleri, kullanım sıklıklarına göre listelenmiş ve “bulgular” bölümünde tekil betimlemeler halinde açıklanmıştır. Ayrıca, eğitsel içeriğe konu olan bilginin türüne göre kullanılan mekaniklerin dağılımı ve tematik örtüşmeleri, izleyen bölümde değerlendirilmiştir. Araştırmanın, eğitsel içerikli materyal geliştirme sürecinde öğretmen adayları, eğitmenler ve alan akademisyenlerine etkili bir kaynak oluşturacağı düşünülmektedir.

Kaynakça

  • REFERENCES Acar, A. P. (2021). Alternatif bir bilgi aracı olarak masa oyunu tasarımı ve kent temalı masa oyunlarında özgün görsel dil / Board game design as an alternative informational tool and original visual language in city themed board games (Publication No. 664543) [Doctoral dissertation, Dokuz Eylül Üniversitesi]. YOK Tez Merkezi.
  • Bayeck, R. Y. (2020). Examaning board gameplay and learning: a multidisciplinary review of recent research. Simulation & Gaming, 51 (4), 411-431. https://doi.org/10.1177/1046878119901286
  • Beltrami, D. (2018). Board games as experience design. UX Collective. https://uxdesign.cc/board-games-as-experience-design-e173fcbe2fc6
  • BoardGameGeek (2013). Concordia. https://boardgamegeek.com/boardgame/124361/concordia BoardGameGeek (2017). Cytosis: A Cell Biology Board Game. https://boardgamegeek.com/boardgame/202977/cytosis-cell-biology-board-game
  • BoardGameGeek (2020). Trekking the World. https://boardgamegeek.com/boardgame/300442/trekking-world
  • BoardGameGeek (2022). Board Game Mechanics. Board Game Geek. https://boardgamegeek.com/browse/boardgamemechanic
  • BoardGameGeek (n.d.-a). Action Points. https://boardgamegeek.com/boardgamemechanic/2001/action-points
  • BoardGameGeek (n.d.-b). Area Majority / Influence. https://boardgamegeek.com/boardgamemechanic/2080/area-majority-influence
  • BoardGameGeek (n.d.-c). Area Movement. https://boardgamegeek.com/boardgamemechanic/2046/area-movement
  • BoardGameGeek (n.d.-d). Auction / Bidding. https://boardgamegeek.com/boardgamemechanic/2012/auctionbidding
  • BoardGameGeek (n.d.-e). Card Drafting. https://boardgamegeek.com/boardgamemechanic/2041/card-drafting
  • BoardGameGeek (n.d.-f). Dice Rolling. https://boardgamegeek.com/boardgamemechanic/2072/dice-rolling
  • BoardGameGeek (n.d.-g). Hand Management. https://boardgamegeek.com/boardgamemechanic/2040/hand-management
  • BoardGameGeek (n.d.-h). Network and Route Building. https://boardgamegeek.com/boardgamemechanic/2081/network-and-route-building
  • BoardGameGeek (n.d.-i). Pick-up and Deliver. https://boardgamegeek.com/boardgamemechanic/2007/pick-and-deliver
  • BoardGameGeek (n.d.-j). Point to Point Movement. https://boardgamegeek.com/boardgamemechanic/2078/point-point-movement
  • BoardGameGeek (n.d.-k). Role Playing. https://boardgamegeek.com/boardgamemechanic/2028/role-playing
  • BoardGameGeek (n.d.-l). Set Collection. https://boardgamegeek.com/boardgamemechanic/2004/set-collection
  • BoardGameGeek (n.d.-m). Simulation. https://boardgamegeek.com/boardgamemechanic/2070/simulation
  • BoardGameGeek (n.d.-n). Storytelling. https://boardgamegeek.com/boardgamemechanic/2027/storytelling
  • BoardGameGeek (n.d.-o). Tile Placement. https://boardgamegeek.com/boardgamemechanic/2002/tile-placement
  • BoardGameGeek (n.d.-p). Trading. https://boardgamegeek.com/boardgamemechanic/2008/trading
  • BoardGameGeek (n.d.-q). Worker Placement. https://boardgamegeek.com/boardgamemechanic/2082/worker-placement
  • Bochennek, K., Wittekindt, B., Zimmermann, S.-Y., & Klingebiel, T. (2007). More than mere games: a review of card and board games for medical education. Medical Teacher, 29 (9-10), 941–948. https://doi.org/10.1080/01421590701749813
  • Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77-101. https://doi.org/10.1191/1478088706qp063oa
  • Cardinot, A., MacCauley, V., & Fairfield, J. A. (2022). Designing physics board games: a Practical guide for educators. Physics Education, 57 (2022), 035006. https://doi.org/10.1088/1361-6552/ac4ac4
  • Chiarello F. & Castellano M. G. (2016). Board games and board game design as learning tools for complex scientific concepts: some experiences. International Journal of Game-Based Learning, 6(2), 1-14. https://doi.org/10.4018/ijgbl.2016040101
  • Cooke L., Dusenberry L., & Robinson J. (2020). Gaming design thinking: wicked problems, sufficient solutions and the possibility space of games. Technical Communication Quarterly, 29(4) 327-340. https://doi.org/10.1080/10572252.2020.1738555
  • Engelstein, G., & Shalev, I. (2022). Building blocks of tabletop game design: an encyclopedia of mechanisms (Second Ed.). Taylor Francis Ltd.
  • Guralnick, D., & Levy, C. (2010). Educational simulations: learning from the past and ensuring success in the future. In P. Zemliansky, & D. Wilcox (Eds.), Design and imlementation of educational games (p. 108-122). Information Science Reference. https://doi.org/10.4018/978-1-60960-195-9.ch106
  • Huang, A., & Levinson, D. (2012). To game or not to game: teaching transportation planning with board games. Transportation research record: Journal of the transportation research board, 2307 (1), 141-149. https://doi.org/10.3141/2307-15
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA : A formal approach to game design and game research. In Proceedings of the AAAI Workshop On Challenges In Game AI, 4 (1). https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
  • Kaszap, M., Ferland, Y., & Stan, C. A. (2013). How scenarios can enhance serious games with augmented reality “the case of the mitar serious game”. The International Journal of Technology, Knowledge And Society, 8 (4), 129-150. https://doi.org/10.18848/1832-3669/CGP/v08i04/56305
  • Kay, K. (2010). 21 Ways to 21st century skills: why they matter, what tey are and how we get there. In J. Bellanca, & R. Brant (Eds.) 21 ways to 21st century skills: Rethinking how students learn (pp. xiii-xxxi). Solution Tree.
  • Kosa, M. & Yılmaz, M. (2020). Türkiye’de masa üstü kutu oyunu kültürü: keşifsel bir oyuncu perspektifi çalışması. In E. Süngü & B. Bostan (Eds.) Türkiye’de ve Türkiye’den oyun çalışmaları (pp.39-61). Nobel.
  • Taşpınar, B., Schmidt, W. & Schuhbauer, H. (2016). Gamification in education: a board game approach to knowledge acquisition. Procedia Computer Science, 99 (2016) 101-116.
  • Lainema, T., & Saarinen, E. (2010). Explaining the educational power of games. In P. Zemliansky, & D. Wilcox (Eds.), Design and implementation of educational games (pp. 17-31). Information Science Reference.
  • Mayer, B., & Harris, C. (2010). Libraries got game: Aligned learning througn modern board games. American Library Association.
  • Nautiyal V.V., Silverio S. A. and Salvador E. E. P. (2024) Let’s get on-board: a practical framework for designing and implementing educational board games in K-12 classrooms. Frontiers in Education, 9:1420515. https://doi.org/10.3389/feduc.2024.1420515
  • Naik, N. (2014). A comparative evaluation of game-based learning: digital or nondigital games? In Proceedings of the European Conference on Games-based Learning, (pp. 437-445).
  • Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023
  • Rogerson, M. J., Sparrow, L. A. & Gibbs, M.R. (2021). Unpacking “boardgames with apps”: the hybrid digital boardgame model. In CHI’21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-17). https://doi.org/10.1145/3411764.3445077
  • RioGrandeGames (n.d.). Concordia. https://www.riograndegames.com/games/concordia/
  • Sousa, M., Zagalo, N., & Oliveira, A. P. (2021). Mechanics or mechanisms: defining differences ın analog games to support game design. In 2021 IEEE Conference on Games (CoG). https://doi.org/10.1109/cog52621.2021.9619055
  • Talan, T., Doğan, Y. & Batdı, V. (2020) Efficiency of digital and nondigital educational games: a comparative meta-analysis and a meta-thematic analysis. Journal of Research on Technology in Education. https://doi.org/10.1080/15391523.2020.1743798
  • Ültay, E., Akyurt, H., & Ültay, N. (2021). Sosyal bilimlerde betimsel içerik analizi. IBAD Sosyal Bilimler Dergisi(10), 188-201. https://doi.org/10.21733/ibad.871703
  • Willet, B.S., Moudgalya, S.K., Boltz, L.O., Greenhalgh, S.P., & Koehler, M.J. (2018). Back to the gaming board: understanding games and education through board game reviews. In SITE 2018: Proceedings of the 29th Society For Information Technology and Teacher Education Conference (pp. 495-503).
  • Woods, S. (2012). Eurogames: The design, culture and play of modern european board games. McFarland & Co Inc.

Board Game Design As Alternative Educational Material and Frequently Used Game Mechanics

Yıl 2025, Sayı: 64, 1367 - 1398, 30.06.2025
https://doi.org/10.53444/deubefd.1463581

Öz

This study emphasizes the potential of board games as alternative educational materials and examines their structural features for informational communication. While game design involves aligning mechanics, narratives, and physical components with a specific theme, this article focuses on identifying and explaining board game mechanics that can be adapted to educational purposes. A comprehensive review of databases and literature identified 8,614 board games classified under the "educational games" category. Among these, 130 educational board game samples were analyzed under a secondary limitation, leading to the identification of 17 frequently used game mechanics in contemporary productions were identified. Using content analysis, both quantitative and qualitative data were examined to explore the prevalence and functions of these mechanics. The 17 mechanics identified across the 130 games were categorized based on their frequency of use and described individually in the "Findings" section, which also includes three case studies illustrating their application. Additionally, using thematic analysis, a secondary evaluation further analyzed the frequency of these mechanics in relation to the types of information they convey. This research is expected to serve as a valuable resource for prospective teachers, educators, and scholars in the development of educational materials.

Kaynakça

  • REFERENCES Acar, A. P. (2021). Alternatif bir bilgi aracı olarak masa oyunu tasarımı ve kent temalı masa oyunlarında özgün görsel dil / Board game design as an alternative informational tool and original visual language in city themed board games (Publication No. 664543) [Doctoral dissertation, Dokuz Eylül Üniversitesi]. YOK Tez Merkezi.
  • Bayeck, R. Y. (2020). Examaning board gameplay and learning: a multidisciplinary review of recent research. Simulation & Gaming, 51 (4), 411-431. https://doi.org/10.1177/1046878119901286
  • Beltrami, D. (2018). Board games as experience design. UX Collective. https://uxdesign.cc/board-games-as-experience-design-e173fcbe2fc6
  • BoardGameGeek (2013). Concordia. https://boardgamegeek.com/boardgame/124361/concordia BoardGameGeek (2017). Cytosis: A Cell Biology Board Game. https://boardgamegeek.com/boardgame/202977/cytosis-cell-biology-board-game
  • BoardGameGeek (2020). Trekking the World. https://boardgamegeek.com/boardgame/300442/trekking-world
  • BoardGameGeek (2022). Board Game Mechanics. Board Game Geek. https://boardgamegeek.com/browse/boardgamemechanic
  • BoardGameGeek (n.d.-a). Action Points. https://boardgamegeek.com/boardgamemechanic/2001/action-points
  • BoardGameGeek (n.d.-b). Area Majority / Influence. https://boardgamegeek.com/boardgamemechanic/2080/area-majority-influence
  • BoardGameGeek (n.d.-c). Area Movement. https://boardgamegeek.com/boardgamemechanic/2046/area-movement
  • BoardGameGeek (n.d.-d). Auction / Bidding. https://boardgamegeek.com/boardgamemechanic/2012/auctionbidding
  • BoardGameGeek (n.d.-e). Card Drafting. https://boardgamegeek.com/boardgamemechanic/2041/card-drafting
  • BoardGameGeek (n.d.-f). Dice Rolling. https://boardgamegeek.com/boardgamemechanic/2072/dice-rolling
  • BoardGameGeek (n.d.-g). Hand Management. https://boardgamegeek.com/boardgamemechanic/2040/hand-management
  • BoardGameGeek (n.d.-h). Network and Route Building. https://boardgamegeek.com/boardgamemechanic/2081/network-and-route-building
  • BoardGameGeek (n.d.-i). Pick-up and Deliver. https://boardgamegeek.com/boardgamemechanic/2007/pick-and-deliver
  • BoardGameGeek (n.d.-j). Point to Point Movement. https://boardgamegeek.com/boardgamemechanic/2078/point-point-movement
  • BoardGameGeek (n.d.-k). Role Playing. https://boardgamegeek.com/boardgamemechanic/2028/role-playing
  • BoardGameGeek (n.d.-l). Set Collection. https://boardgamegeek.com/boardgamemechanic/2004/set-collection
  • BoardGameGeek (n.d.-m). Simulation. https://boardgamegeek.com/boardgamemechanic/2070/simulation
  • BoardGameGeek (n.d.-n). Storytelling. https://boardgamegeek.com/boardgamemechanic/2027/storytelling
  • BoardGameGeek (n.d.-o). Tile Placement. https://boardgamegeek.com/boardgamemechanic/2002/tile-placement
  • BoardGameGeek (n.d.-p). Trading. https://boardgamegeek.com/boardgamemechanic/2008/trading
  • BoardGameGeek (n.d.-q). Worker Placement. https://boardgamegeek.com/boardgamemechanic/2082/worker-placement
  • Bochennek, K., Wittekindt, B., Zimmermann, S.-Y., & Klingebiel, T. (2007). More than mere games: a review of card and board games for medical education. Medical Teacher, 29 (9-10), 941–948. https://doi.org/10.1080/01421590701749813
  • Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77-101. https://doi.org/10.1191/1478088706qp063oa
  • Cardinot, A., MacCauley, V., & Fairfield, J. A. (2022). Designing physics board games: a Practical guide for educators. Physics Education, 57 (2022), 035006. https://doi.org/10.1088/1361-6552/ac4ac4
  • Chiarello F. & Castellano M. G. (2016). Board games and board game design as learning tools for complex scientific concepts: some experiences. International Journal of Game-Based Learning, 6(2), 1-14. https://doi.org/10.4018/ijgbl.2016040101
  • Cooke L., Dusenberry L., & Robinson J. (2020). Gaming design thinking: wicked problems, sufficient solutions and the possibility space of games. Technical Communication Quarterly, 29(4) 327-340. https://doi.org/10.1080/10572252.2020.1738555
  • Engelstein, G., & Shalev, I. (2022). Building blocks of tabletop game design: an encyclopedia of mechanisms (Second Ed.). Taylor Francis Ltd.
  • Guralnick, D., & Levy, C. (2010). Educational simulations: learning from the past and ensuring success in the future. In P. Zemliansky, & D. Wilcox (Eds.), Design and imlementation of educational games (p. 108-122). Information Science Reference. https://doi.org/10.4018/978-1-60960-195-9.ch106
  • Huang, A., & Levinson, D. (2012). To game or not to game: teaching transportation planning with board games. Transportation research record: Journal of the transportation research board, 2307 (1), 141-149. https://doi.org/10.3141/2307-15
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA : A formal approach to game design and game research. In Proceedings of the AAAI Workshop On Challenges In Game AI, 4 (1). https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
  • Kaszap, M., Ferland, Y., & Stan, C. A. (2013). How scenarios can enhance serious games with augmented reality “the case of the mitar serious game”. The International Journal of Technology, Knowledge And Society, 8 (4), 129-150. https://doi.org/10.18848/1832-3669/CGP/v08i04/56305
  • Kay, K. (2010). 21 Ways to 21st century skills: why they matter, what tey are and how we get there. In J. Bellanca, & R. Brant (Eds.) 21 ways to 21st century skills: Rethinking how students learn (pp. xiii-xxxi). Solution Tree.
  • Kosa, M. & Yılmaz, M. (2020). Türkiye’de masa üstü kutu oyunu kültürü: keşifsel bir oyuncu perspektifi çalışması. In E. Süngü & B. Bostan (Eds.) Türkiye’de ve Türkiye’den oyun çalışmaları (pp.39-61). Nobel.
  • Taşpınar, B., Schmidt, W. & Schuhbauer, H. (2016). Gamification in education: a board game approach to knowledge acquisition. Procedia Computer Science, 99 (2016) 101-116.
  • Lainema, T., & Saarinen, E. (2010). Explaining the educational power of games. In P. Zemliansky, & D. Wilcox (Eds.), Design and implementation of educational games (pp. 17-31). Information Science Reference.
  • Mayer, B., & Harris, C. (2010). Libraries got game: Aligned learning througn modern board games. American Library Association.
  • Nautiyal V.V., Silverio S. A. and Salvador E. E. P. (2024) Let’s get on-board: a practical framework for designing and implementing educational board games in K-12 classrooms. Frontiers in Education, 9:1420515. https://doi.org/10.3389/feduc.2024.1420515
  • Naik, N. (2014). A comparative evaluation of game-based learning: digital or nondigital games? In Proceedings of the European Conference on Games-based Learning, (pp. 437-445).
  • Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023
  • Rogerson, M. J., Sparrow, L. A. & Gibbs, M.R. (2021). Unpacking “boardgames with apps”: the hybrid digital boardgame model. In CHI’21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-17). https://doi.org/10.1145/3411764.3445077
  • RioGrandeGames (n.d.). Concordia. https://www.riograndegames.com/games/concordia/
  • Sousa, M., Zagalo, N., & Oliveira, A. P. (2021). Mechanics or mechanisms: defining differences ın analog games to support game design. In 2021 IEEE Conference on Games (CoG). https://doi.org/10.1109/cog52621.2021.9619055
  • Talan, T., Doğan, Y. & Batdı, V. (2020) Efficiency of digital and nondigital educational games: a comparative meta-analysis and a meta-thematic analysis. Journal of Research on Technology in Education. https://doi.org/10.1080/15391523.2020.1743798
  • Ültay, E., Akyurt, H., & Ültay, N. (2021). Sosyal bilimlerde betimsel içerik analizi. IBAD Sosyal Bilimler Dergisi(10), 188-201. https://doi.org/10.21733/ibad.871703
  • Willet, B.S., Moudgalya, S.K., Boltz, L.O., Greenhalgh, S.P., & Koehler, M.J. (2018). Back to the gaming board: understanding games and education through board game reviews. In SITE 2018: Proceedings of the 29th Society For Information Technology and Teacher Education Conference (pp. 495-503).
  • Woods, S. (2012). Eurogames: The design, culture and play of modern european board games. McFarland & Co Inc.
Toplam 48 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Öğretim Teknolojileri, Informal Öğrenme, Öğretmen Eğitimi ve Eğitimcilerin Mesleki Gelişimi
Bölüm Araştırma Makalesi
Yazarlar

Ayşegül Pınar Acar 0000-0002-5615-9243

Tuğcan Güler 0000-0002-8965-3993

Gönderilme Tarihi 2 Nisan 2024
Kabul Tarihi 2 Mayıs 2025
Yayımlanma Tarihi 30 Haziran 2025
Yayımlandığı Sayı Yıl 2025 Sayı: 64

Kaynak Göster

APA Acar, A. P., & Güler, T. (2025). Board Game Design As Alternative Educational Material and Frequently Used Game Mechanics. Dokuz Eylül Üniversitesi Buca Eğitim Fakültesi Dergisi(64), 1367-1398. https://doi.org/10.53444/deubefd.1463581