Araştırma Makalesi
BibTex RIS Kaynak Göster
Yıl 2021, Cilt: 23 Sayı: 1, 481 - 520, 31.03.2021
https://doi.org/10.16953/deusosbil.819118

Öz

Gamification of education can be defined as the successful adaptation of the gamification structure to the training programs in order to increase the motivation and success of the staff.The aim of this study is to investigate whether the use of gamification in training has an effect on the motivation of the personnel and in which direction their attitudes towards training change.As the concept of gamification is new to the relevant literature, it is thought that the study may help contribute to the literature by providing a framework on the use of gamification as a training tool in enterprises and how the training program can be gamified.Gamification is used in many areas, one of them being education. Gamification is an important source of motivation for personnel and is used to increase participation in education. In line with the data obtained, it was concluded that using gamification method as a training tool created differences in the behaviors of the personnel in training processes. In this study, qualitative analysis technique was used and the case study method used in educational research processes was preferred. Content analysis was used to evaluate the in-depth interview results deciphered in the study conducted with the qualitative research method. In order to understand the research framework, the expressions deciphered in the interview were included in a descriptive way.

Kaynakça

  • Alcivar, I. & Abad A. G. (2016). Design and evaluation of a gamified system for ERP training. The Computers in Human Behavior. 58, 109-118.
  • Akdemir, O. (2011). Teaching math online: Current practices in Turkey. The Journal of Educational Technology Systems. 39(1), 47-64.
  • Aydın, İ. (2014). Hizmet içi eğitim. Ankara: Pegem Akademi.
  • Banks, J. A. (1993). Multicultural education: Historical development, dimensions and practice. The Review of Research in Education. 19, 3-49.
  • Barbour, M. K. & Reeves T. C. (2009). The reality of virtual schools: A review of the literature. The Computers and Education. 52, 402-416.
  • Barutçugil, İ. (2002). Eğitimcinin eğitimi. İstanbul: Kariyer Yayıncılık.
  • Başkömürcü, G. & Öztürk Y. (1996). Uzaktan eğitim sistemlerinin tasarımı. I. Türkiye Uluslararası Uzaktan Eğitim Sempozyumu. 55-61.
  • Bozkurt, A. & Durak G. (2018). A systematic review of gamification research: In pursuit of homo ludens. The International Journal of Game-Based Learning (IJGBL). 8(3), 15-33. http://dx.doi.org/10.4018/IJGBL.2018070102
  • Bouras, C., Vaggelis I., Vaggelis K., Misedakis I., Dziabenko O., Koubek A., Pivec M., Sfiri A. (2004). Game based learning using web technologies. The Int. J. Intell. Games and Simulation. 3(2), 70-87.
  • Brigham, T. J. (2015). An introduction to gamification: Adding game elements for engagement. The Medical Reference Services Quarterly. 34(4), 471-480.
  • Buckley, P., & Doyle E. (2016). Gamification and student motivation. The Interactive Learning Environments. 24(6), 1162-1175.
  • Bülbül, S. (1990). Yetişkin öğrencinin öğrenmeye ilişkin özellikleri. Ankara: TKİ Kurumu Genel Müdürlüğü Eğiticilerin Eğitimi Semineri Ders Notları.
  • Caponetto, I., Earp, J., & Ott, M. (2014, October). Gamification and education: A literature review. In Proceedings of ECGBL 2014: Eighth European Conference on Games Based Learning (pp. 50-57).
  • Caton, H. & Greenhill D. (2014). Rewards and penalties: A gamification approach for increasing attendance and engagement in an undergraduate computing module. The International Journal of Game-Based Learning (IJGBL). 4(3), 1-12.
  • Chang, M., Evans M. A. & Kim S. (2015). Differential effects of learning games on mathematics proficiency. Educational Media International. 52(1), 47-57.
  • Chen, C. C., Huang C. & Gribbins M. (2018). Gamify online courses with tools built into your learning management system (LMS) to enhance self-determined and active learning. Online Learning. 22(3), 41-54.
  • Çağlar, Ş. & Arkün-Kocadere S. (2015). Çevrimiçi öğrenme ortamlarında oyunlaştırma. The Journal of Educational Sciences and Practices. 14(27), 83-102.
  • Deterding, S. (2012). Gamification: Designing for motivation. ACM İnteractions. 19(4), 14-17.
  • Deterding, S., Dixon D., Khaled R. & Nacke L. (2011, September). Game design elements to gamefulness: defining "gamification". In Proceedings Paper presented at the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. (pp. 9-15). Finland: Tampere, ACM.
  • Ding, L., Er E. ve Orey M. (2018). An exploratory study of student engagement in gamified online discussions. The Computers and Education. 120, 213-226. 10.1016/j.compedu.2018.02.007
  • Domínguez, A., Saenz-De-Navarrete J., Marcos L., Fernandez-Sanz L., Pagés C. & Martínez-Herráiz J.J. (2013). Gamifying learning experiences: Practical implications and outcomes. The Computers and Education. 63(1), 380-392.
  • García, F., Pedreira O., Piattini M., Cerdeira-Pena A. & Penabad M. (2017). A Framework for gamification in software engineering. The Journal of Systems and Software. 132, 21-40. 10.1016/J.JSS.2017.06.021
  • Gürbüz S. & Şahin F. (2015). Sosyal bilimlerde araştırma yöntemleri. Ankara: Seçkin Yayıncılık.
  • Harris, S. & O’Gorman K. (2014). Mastering gamification: Customer engagement in 30 days. Birmingham: Impackt Publishing.
  • Heimburger, L., Buchweitz L., Gouveia R. & Korn O. (2019). Gamifying on boarding: How to increase both engagement and integration of new employees. In International Conference on Applied Human Factors and Ergonomics. (pp. 3-14). Springer: Cham.
  • Herger, M. (2014). Enterprise gamification: Engaging people by letting them have fun. California: CreateSpace Independent Publishing Platform.
  • Hiltz, S. R. (1995). The virtual classroom: Learning without limits via computer. USA Norwood: Ablex Publishing Corporation
  • Hong, G. Y. & Masood M. (2014). Effects of gamification on lower secondary school students motivation and engagement. The International Journal of Social, Education, Economics and Management Engineering. 8(12), 3483-3490.
  • Huang, Y., Hsin W. & Soman D. (2013, December). Apractitioner’s guide to gamification of education. In Proceedings Research Report Series: Behavioural Economics in Action (pp. 2-29). Toronto: University of Toronto Rotman School of Management.
  • Ibanez, M. B., Di-Serio A. & Delgado-Kloos C. (2014). Gamification for engaging computer science students in learning activities: A case study. IEEE Transactions On Learning Technologies. 7(3), 291-301.
  • İşman, A. (2005). Uzaktan eğitim: Genel tanımı, Türkiye ve Dünya’daki gelişimi ve proje değerlendirmeleri. Ankara: PegemYayıncılık.
  • Karataş, E. (2014). Eğitimde oyunlaştırma: Araştırma eğilimleri. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi. 15(2), 315-333.
  • Kapp, Karl M. (2012). The gamification of learning and ınstruction: Game based methods and strategies for training and education. New York: John Wiley and Sons.
  • Kapp, Karl M., Blair L. & Mesch R. (2014). The gamification of learning and ınstruction: Fieldbook ideas into practice. San Francisco: Wiley.
  • Knowles, M., Holton E. F. & Swanson R. A. (2005). The adult learner: The definitive classic in adult education and human resource development. Burlington: Elsevier.
  • Kiesler, S., Kraut R. E. & Koedinger K. R. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly. 15(2), 1-5.
  • Kim, B. (2015). Gamification in educational and libraries. Libraray Technology Reports. 51(2), 20-26.
  • Kim, B., Park H. & Baek Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. The Computers and Education. 52(4), 800-810.
  • Koçel, T. (2005). İşletme yöneticiliği. İstanbul: Beta Yayınları.
  • Kumar, J. (2013). Gamification at work: Designing engaging business software. In International Conference of Design, User Experience and Usability. Berlin: Springer.
  • Leaning, M. (2015). A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree. The Journal of Media Practice. 16(2), 155- 170.
  • Lee, J. J. & Hammer. J. (2011). Gamification in education: What, how, why bother?. The Academic Exchange Quarterly. 15(2), 146-151.
  • Leymun, Ş. O., Odabaşı H. F. & Yurdakul I. K. (2017). Eğitim ortamlarında durum çalışmasının önemi. Eğitimde Nitel Araştırmalar Dergisi. 5(3), 369–385.
  • Lowe, J. (1985). Dünyada yetişkin eğitimine toplu bakış. (Çev. T. Oğuzkan). Ankara: UNESCO Yayınları.
  • Meşe, C. (2016). Harmanlanmış öğrenme ortamlarında oyunlaştırma bileşenlerinin etkililiği. (Yayınlanmamış Doktora Tezi). Anadolu Üniversitesi, Eğitim Bilimleri Enstitüsü, Eskişehir.
  • Muntean, C. I. (2011, October). Raising engagement in E-learning through gamification. In Proceedings of ICVL 2011: The 6th International Conference on Virtual Learning. (pp. 323-329).
  • Nah, F. F. H., Zeng Q., Telaprolu V. R., Ayyappa A. P. & Eschenbrenner B. (2014). Gamification of education: A review of literature. In International Conference on HCI in Business. (ss. 401-409). Springer: Cham.
  • Oğuz, O., Oktay A. & Ayhan H. (2010). 21. yüzyılda eğitim ve Türk eğitim sistemi. Ankara: Pegem Akademi.
  • Özenç-Uçak, N. (1995). Kütüphanecilikte sürekli eğitim. Hacettepe Üniversitesi Edebiyat Fakültesi Dergisi. 12(1), 207-216.
  • Özden, Y. (2014). Öğrenme ve öğretme. Ankara: Pegem Akademi.
  • Özkan, Z. & Samur Y. (2017). Oyunlaştırma yönteminin öğrencilerin motivasyonları üzerine etkisi. Ege Eğitim Dergisi. 18(2), 857-886.
  • Paharia, R. (2013). Loyalty 3.0: How to revolutionize customer and employee engagement with big data and gamification. New York: McGraw Hill Education.
  • Poondej, C. & Lerdpornkulrat T. (2016). The development of gamified learning activities to increase student engagement in learning. Australian Educational Computing. 31(2), 1-16.
  • Prensky, M. (2009). H. Sapiens digital: From digital immigrants and digital natives to digital wisdom. Innovate: Journal of Online Education. 5(3), 1-11. https://www.learntechlib.org/p/104264/ , (Erişim Tarihi: 17.01.2021).
  • Robson, K., Plangger K., Kietzmann J. H., McCarthy I. & Pitt L. (2015). Is it all a game? Understanding the principles of gamification. The Business Horizons. 58(4), 411-420.
  • Sabuncuoğlu, Z. (2000). Personel yönetimi, politika ve yönetsel teknikler. Bursa: Ezgi Kitapevi.
  • Sailer, M., Hense J. U., Mayr S. K. & Mandl H. (2017). How gamification motivates, an experimental study of the effects of specific game design elements on psychological need satisfaction. The Computers in Human Behavior. 69, 371-380.
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İŞLETMELERDE BİR EĞİTİM ARACI OLARAK OYUNLAŞTIRMA ÜZERİNE NİTEL BİR ARAŞTIRMA

Yıl 2021, Cilt: 23 Sayı: 1, 481 - 520, 31.03.2021
https://doi.org/10.16953/deusosbil.819118

Öz

Çalışanların eğitim süreçlerinde motivasyonunun ve başarısının artırılması amacıyla, oyunlaştırma yapısının eğitim programlarına başarılı bir şekilde uyum sağlaması oyunlaştırma olarak tanımlanabilir. Çalışmanın amacı, oyunlaştırma yönteminin eğitimde kullanılmasının çalışan motivasyonuna etkide bulunup bulunmadığını ve eğitime yönelik tutumlarının hangi yönde değiştiğinin incelenmesidir. Çalışmanın oyunlaştırma kavramının işletmelerde eğitim aracı olarak kullanılması ve eğitim programının nasıl oyunlaştırıldığına ilişkin bir çerçeve sunması açılarından alan yazınına katkı sağlayacağı düşünülmektedir. Oyunlaştırma günümüze teknoloji gelişimler sayesinde işletmelerde birçok alanda kullanılmaktadır. Oyunlaştırma genelde eğitimde katılımı ve motivasyonu arttırmak amacıyla kullanılmaktadır. Elde edilen veriler doğrultusunda, işletmelerde oyunlaştırmanın eğitim aracı olarak kullanılması, eğitim süreçlerinin çalışan davranışları üzerindeki etki ve öğrenmeye katkı sağladığı sonucuna varılmıştır. Nitel araştırma yöntemi kullanılan araştırmada durum çalışması yöntemi tercih edilmiştir. Verilerin toplanmasında derinlemesine mülakat ve dokuman incelemesi, verilerin analizinde içerik ve betimsel analiz bir arada kullanılmıştır.

Kaynakça

  • Alcivar, I. & Abad A. G. (2016). Design and evaluation of a gamified system for ERP training. The Computers in Human Behavior. 58, 109-118.
  • Akdemir, O. (2011). Teaching math online: Current practices in Turkey. The Journal of Educational Technology Systems. 39(1), 47-64.
  • Aydın, İ. (2014). Hizmet içi eğitim. Ankara: Pegem Akademi.
  • Banks, J. A. (1993). Multicultural education: Historical development, dimensions and practice. The Review of Research in Education. 19, 3-49.
  • Barbour, M. K. & Reeves T. C. (2009). The reality of virtual schools: A review of the literature. The Computers and Education. 52, 402-416.
  • Barutçugil, İ. (2002). Eğitimcinin eğitimi. İstanbul: Kariyer Yayıncılık.
  • Başkömürcü, G. & Öztürk Y. (1996). Uzaktan eğitim sistemlerinin tasarımı. I. Türkiye Uluslararası Uzaktan Eğitim Sempozyumu. 55-61.
  • Bozkurt, A. & Durak G. (2018). A systematic review of gamification research: In pursuit of homo ludens. The International Journal of Game-Based Learning (IJGBL). 8(3), 15-33. http://dx.doi.org/10.4018/IJGBL.2018070102
  • Bouras, C., Vaggelis I., Vaggelis K., Misedakis I., Dziabenko O., Koubek A., Pivec M., Sfiri A. (2004). Game based learning using web technologies. The Int. J. Intell. Games and Simulation. 3(2), 70-87.
  • Brigham, T. J. (2015). An introduction to gamification: Adding game elements for engagement. The Medical Reference Services Quarterly. 34(4), 471-480.
  • Buckley, P., & Doyle E. (2016). Gamification and student motivation. The Interactive Learning Environments. 24(6), 1162-1175.
  • Bülbül, S. (1990). Yetişkin öğrencinin öğrenmeye ilişkin özellikleri. Ankara: TKİ Kurumu Genel Müdürlüğü Eğiticilerin Eğitimi Semineri Ders Notları.
  • Caponetto, I., Earp, J., & Ott, M. (2014, October). Gamification and education: A literature review. In Proceedings of ECGBL 2014: Eighth European Conference on Games Based Learning (pp. 50-57).
  • Caton, H. & Greenhill D. (2014). Rewards and penalties: A gamification approach for increasing attendance and engagement in an undergraduate computing module. The International Journal of Game-Based Learning (IJGBL). 4(3), 1-12.
  • Chang, M., Evans M. A. & Kim S. (2015). Differential effects of learning games on mathematics proficiency. Educational Media International. 52(1), 47-57.
  • Chen, C. C., Huang C. & Gribbins M. (2018). Gamify online courses with tools built into your learning management system (LMS) to enhance self-determined and active learning. Online Learning. 22(3), 41-54.
  • Çağlar, Ş. & Arkün-Kocadere S. (2015). Çevrimiçi öğrenme ortamlarında oyunlaştırma. The Journal of Educational Sciences and Practices. 14(27), 83-102.
  • Deterding, S. (2012). Gamification: Designing for motivation. ACM İnteractions. 19(4), 14-17.
  • Deterding, S., Dixon D., Khaled R. & Nacke L. (2011, September). Game design elements to gamefulness: defining "gamification". In Proceedings Paper presented at the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. (pp. 9-15). Finland: Tampere, ACM.
  • Ding, L., Er E. ve Orey M. (2018). An exploratory study of student engagement in gamified online discussions. The Computers and Education. 120, 213-226. 10.1016/j.compedu.2018.02.007
  • Domínguez, A., Saenz-De-Navarrete J., Marcos L., Fernandez-Sanz L., Pagés C. & Martínez-Herráiz J.J. (2013). Gamifying learning experiences: Practical implications and outcomes. The Computers and Education. 63(1), 380-392.
  • García, F., Pedreira O., Piattini M., Cerdeira-Pena A. & Penabad M. (2017). A Framework for gamification in software engineering. The Journal of Systems and Software. 132, 21-40. 10.1016/J.JSS.2017.06.021
  • Gürbüz S. & Şahin F. (2015). Sosyal bilimlerde araştırma yöntemleri. Ankara: Seçkin Yayıncılık.
  • Harris, S. & O’Gorman K. (2014). Mastering gamification: Customer engagement in 30 days. Birmingham: Impackt Publishing.
  • Heimburger, L., Buchweitz L., Gouveia R. & Korn O. (2019). Gamifying on boarding: How to increase both engagement and integration of new employees. In International Conference on Applied Human Factors and Ergonomics. (pp. 3-14). Springer: Cham.
  • Herger, M. (2014). Enterprise gamification: Engaging people by letting them have fun. California: CreateSpace Independent Publishing Platform.
  • Hiltz, S. R. (1995). The virtual classroom: Learning without limits via computer. USA Norwood: Ablex Publishing Corporation
  • Hong, G. Y. & Masood M. (2014). Effects of gamification on lower secondary school students motivation and engagement. The International Journal of Social, Education, Economics and Management Engineering. 8(12), 3483-3490.
  • Huang, Y., Hsin W. & Soman D. (2013, December). Apractitioner’s guide to gamification of education. In Proceedings Research Report Series: Behavioural Economics in Action (pp. 2-29). Toronto: University of Toronto Rotman School of Management.
  • Ibanez, M. B., Di-Serio A. & Delgado-Kloos C. (2014). Gamification for engaging computer science students in learning activities: A case study. IEEE Transactions On Learning Technologies. 7(3), 291-301.
  • İşman, A. (2005). Uzaktan eğitim: Genel tanımı, Türkiye ve Dünya’daki gelişimi ve proje değerlendirmeleri. Ankara: PegemYayıncılık.
  • Karataş, E. (2014). Eğitimde oyunlaştırma: Araştırma eğilimleri. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi. 15(2), 315-333.
  • Kapp, Karl M. (2012). The gamification of learning and ınstruction: Game based methods and strategies for training and education. New York: John Wiley and Sons.
  • Kapp, Karl M., Blair L. & Mesch R. (2014). The gamification of learning and ınstruction: Fieldbook ideas into practice. San Francisco: Wiley.
  • Knowles, M., Holton E. F. & Swanson R. A. (2005). The adult learner: The definitive classic in adult education and human resource development. Burlington: Elsevier.
  • Kiesler, S., Kraut R. E. & Koedinger K. R. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly. 15(2), 1-5.
  • Kim, B. (2015). Gamification in educational and libraries. Libraray Technology Reports. 51(2), 20-26.
  • Kim, B., Park H. & Baek Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. The Computers and Education. 52(4), 800-810.
  • Koçel, T. (2005). İşletme yöneticiliği. İstanbul: Beta Yayınları.
  • Kumar, J. (2013). Gamification at work: Designing engaging business software. In International Conference of Design, User Experience and Usability. Berlin: Springer.
  • Leaning, M. (2015). A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree. The Journal of Media Practice. 16(2), 155- 170.
  • Lee, J. J. & Hammer. J. (2011). Gamification in education: What, how, why bother?. The Academic Exchange Quarterly. 15(2), 146-151.
  • Leymun, Ş. O., Odabaşı H. F. & Yurdakul I. K. (2017). Eğitim ortamlarında durum çalışmasının önemi. Eğitimde Nitel Araştırmalar Dergisi. 5(3), 369–385.
  • Lowe, J. (1985). Dünyada yetişkin eğitimine toplu bakış. (Çev. T. Oğuzkan). Ankara: UNESCO Yayınları.
  • Meşe, C. (2016). Harmanlanmış öğrenme ortamlarında oyunlaştırma bileşenlerinin etkililiği. (Yayınlanmamış Doktora Tezi). Anadolu Üniversitesi, Eğitim Bilimleri Enstitüsü, Eskişehir.
  • Muntean, C. I. (2011, October). Raising engagement in E-learning through gamification. In Proceedings of ICVL 2011: The 6th International Conference on Virtual Learning. (pp. 323-329).
  • Nah, F. F. H., Zeng Q., Telaprolu V. R., Ayyappa A. P. & Eschenbrenner B. (2014). Gamification of education: A review of literature. In International Conference on HCI in Business. (ss. 401-409). Springer: Cham.
  • Oğuz, O., Oktay A. & Ayhan H. (2010). 21. yüzyılda eğitim ve Türk eğitim sistemi. Ankara: Pegem Akademi.
  • Özenç-Uçak, N. (1995). Kütüphanecilikte sürekli eğitim. Hacettepe Üniversitesi Edebiyat Fakültesi Dergisi. 12(1), 207-216.
  • Özden, Y. (2014). Öğrenme ve öğretme. Ankara: Pegem Akademi.
  • Özkan, Z. & Samur Y. (2017). Oyunlaştırma yönteminin öğrencilerin motivasyonları üzerine etkisi. Ege Eğitim Dergisi. 18(2), 857-886.
  • Paharia, R. (2013). Loyalty 3.0: How to revolutionize customer and employee engagement with big data and gamification. New York: McGraw Hill Education.
  • Poondej, C. & Lerdpornkulrat T. (2016). The development of gamified learning activities to increase student engagement in learning. Australian Educational Computing. 31(2), 1-16.
  • Prensky, M. (2009). H. Sapiens digital: From digital immigrants and digital natives to digital wisdom. Innovate: Journal of Online Education. 5(3), 1-11. https://www.learntechlib.org/p/104264/ , (Erişim Tarihi: 17.01.2021).
  • Robson, K., Plangger K., Kietzmann J. H., McCarthy I. & Pitt L. (2015). Is it all a game? Understanding the principles of gamification. The Business Horizons. 58(4), 411-420.
  • Sabuncuoğlu, Z. (2000). Personel yönetimi, politika ve yönetsel teknikler. Bursa: Ezgi Kitapevi.
  • Sailer, M., Hense J. U., Mayr S. K. & Mandl H. (2017). How gamification motivates, an experimental study of the effects of specific game design elements on psychological need satisfaction. The Computers in Human Behavior. 69, 371-380.
  • Sandberg, A. & Samuelsson I. P. (2003). Prechool teachers’ play experiences then and now. The Early Childhood Research and Practice. 5(1), 2-17.
  • Simoes, J., Redondo D. R. & Vilas F. A. (2013). A social gamification framework for k-6 learning platform. The Computers in Human Behavior. 29(2), 345-353.
  • Simpson, P. & Jenkins P. (2015). Gamification and human resources: an overview. Brighton: Brighton Business School.
  • Suh, A., Cheung C. M., Ahuja M. & Wagner C. (2017). Gamification in the workplace: The central role of the aesthetic experience. The Journal of Management Information Systems. 34(1), 268-305.
  • Şencan, H. & Erdoğmuş N. (2001). İşletmelerde eğitim ihtiyacı analizi. İstanbul: Beta Basım.
  • Tavşancıl, E. & Aslan E. (2001). Sözel, yazılı ve diğer materyaller için içerik analizi ve uygulama örnekleri. İstanbul: Epsilon Yayınevi.
  • Varol, A. & Türel Y. K (2003). Çevrimiçi uzaktan eğitimde iletişim modülü. The Turkish Online Journal of Educational Technology. 2(1), 641-658.
  • Werbach, K. & Hunter D. (2012). For the win: how game thinking can revolutionize your business. Pennsylvania: Wharton Digital Press.
  • Werbach, K. & Hunter D. (2015). The gamification toolkit dynamics, mechanics and components for the win. Pennsylvania: Wharton Digital Press.
  • Wood, L. C., & Reiners T. (2015). Gamification. In Encyclopedia of Information Science and Technology. 3, 3039–3047.
  • Xu, Y. (2015). Effective gamification design: A literature review. The SIJ Transactions on Computer Science Engineering and Its Applications (CSEA). The Standard International Journals. 3(4), 47-54.
  • Yıldırım, İ. & Demir S. (2016). Oyunlaştırma temelli “öğretim ilke ve yöntemleri” dersi öğretim programı hakkında öğrenci görüşleri. Uluslararası Eğitim Programları ve Öğretim Çalışmaları Dergisi. 6(11), 85-101.
  • Yıldırım A. & Şimşek H. (2013). Sosyal Bilimlerde Nitel Araştırma Yöntemleri. Ankara: Seçkin Yayıncılık.
  • Yim, J. & Graham, T. (2007, November). Using games to increase exercise motivation. In Proceedings of the 2007 Conference on Future Play. (pp. 166–173). https://doi.org/10.1145/1328202.1328232
  • Yüksel, Ö. (2000). İnsan kaynakları yönetimi. Ankara: Gazi Kitabevi.
  • Zichermann, G. & Cunningham C. (2011). Gamification by design: implementing game mechanics in web and mobile apss. Canada: O’Reilly Media, Inc.
  • Zichermann, G., & Linder J. (2013). The gamification revolition: How leaders leverage game mechanics to crush the competition. New York: McGraw Hill.
Toplam 74 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Şeyma Alkaç 0000-0002-0417-5612

Müge Leyla Yıldız

Yayımlanma Tarihi 31 Mart 2021
Gönderilme Tarihi 31 Ekim 2020
Yayımlandığı Sayı Yıl 2021 Cilt: 23 Sayı: 1

Kaynak Göster

APA Alkaç, Ş., & Yıldız, M. L. (2021). İŞLETMELERDE BİR EĞİTİM ARACI OLARAK OYUNLAŞTIRMA ÜZERİNE NİTEL BİR ARAŞTIRMA. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 23(1), 481-520. https://doi.org/10.16953/deusosbil.819118