Araştırma Makalesi
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Entwicklung digitaler Lernspiele und gamifizierter Anwendungen für den Fremdsprachenunterricht

Yıl 2018, Cilt: 6 Sayı: 1, 131 - 158, 30.06.2018

Öz

In dieser Studie wird der Entwicklungsprozess digitaler Spiele und gamifizierter Anwendungen für den Fremdsprachenunterricht im Rahmen eines Forschungsprojekts behandelt, das im Jahre 2016 mit Unterstützung von Uludag Universität-BAP gestartet wurde. Die Untersuchung der Fachliteratur und die Ergebnisse der während des Projektprozesses durchgeführten Datenerhebung zeigen, dass 3D digitale Spiele in den fremdsprachlichen Lernprozessen nicht ausreichend genutzt werden und dass die LehrerInnen über nicht ausreichende theoretische und praktische Kenntnisse zur Verwendung und Entwicklung digitaler Spiele verfügen.  

Die Schritte der Digitalspielentwicklung mit erforderlichen Komponenten werden in dieser Studie ausführlich und anhand konkreter Beispiele vorgestellt, um den LehrerInnen und MaterialentwicklerInnen den Weg zur Materialentwicklung zu veranschaulichen. Die Befunde dieser Studie sollen einen positiven Beitrag zur Verbreitung der digitalen Spiele im Fremdsprachenunterricht leisten und die LehrerInnen bei der Entwicklung digitaler Spielmaterialien für ihren eigenen Unterricht fördern. 

Kaynakça

  • Allsop, Yasemin / Yıldırım, Ebru Yeniman /Screpanti, Marina. (2013): “Teachers' beliefs about game-based learning: A comparative study of pedagogy, curriculum and practice in Italy, Turkey and the UK.” Paper presented at the European Conference on Games Based Learning.
  • Alyaz, Yunus / Genç, Zübeyde Sinem (2016): “Digital game-based language learning in foreign language teacher education.” In: Turkish Online Journal of Distance Education, (17/4), s. 130146. doi:10.17718/tojde.44375 Erişim tarihi: 15.02.2017.
  • Berns, Anke / Palomo-Duarte, Manuel. / Dodero, Juan Manuel / Valero-Franco, Concepción (2013): “Using a 3D online game to assess students’ foreign language acquisition and communicative competence.” Paper presented at the European Conference on Technology Enhanced Learning.
  • Bezircilioğlu, Sinem (2016): “Mobile Assisted Language Learning.” In: Journal of Educational and Instructional Studies in the World, (6/1), s. 9-12. Erişim tarihi: 03.02.2018.
  • Bickerton David / Stenton Tony / Temmerman Martina (2001): “Criteria for the evaluation of authoring tools in language education.” in: Chambers A. & Davies G. (Eds.) Information and Communications Technologies in language learning: a European perspective. Lisse: Swets & Zeitlinger.
  • Blamire, Roger (2010): Digital games for learning: Conclusions and recommendations from the IMAGINE project. European Schoolnet. http://recursostic.educacion.es/blogs/europa/media/blogs/europa/informes/IMAGINE%20Conclusions%20and%20recommendations%202010-3.pdf. Erişim tarihi: 23.03.2018.
  • Breuer, Johannes (2010): Spielend lernen? Eine Bestandsaufnahme zum (Digital) Game-Based Learning. LfM-Dokumentation, Band 41. https://www.lfm-nrw.de/fileadmin/lfmnrw/Publikationen-Download/Doku41-Spielend-Lernen.pdf. Erişim tarihi: 20.03.2018.
  • Bunderson, C. Victor (1974): “A status report on the TICCIT project”. In: American Federation of Information Processing Societies: 1974 National Computer Conference, 6-10 May 1974, Chicago, Illinois, USA. doi: 10.1145/1500175.1500209. Erişim tarihi: 15.06.2017.
  • Butler, Yuko Goto (2015): “The use of computer games as foreign language learning tasks for digital natives.” In: System, (54), s. 91-102.
  • Campbell, Joseph (1949): The Hero with a Thousand Faces. NYC: Pantheon Books.
  • Carstensen, Kai-Uwe (2017): Sprachtechnologie Ein Überblick. http://www.kai-uwe-carstensen.de/Publikationen/Sprachtechnologie. pdf. Erişim tarihi: 15.01.2018.
  • Chaka, Chaka (2009): “Portable handheld language learning: From CALL, MALL to PALL.” In: R. V. Marriot & P. L. Torres (Eds.), Handbook of Research on e-learning for language acquisition (s. 550-564). Hershey, Pennsylvania: Information Science Reference (IGI Global). http://www.irmainternational.org/viewtitle/20050. Erişim tarihi: 16.01.2018.
  • Chandler, Curtis. (2013): “The use of game dynamics to enhance curriculum and instruction: What teachers can learn from the design of video games.” In: Journal of Curriculum and Instruction (6/2), s. 60-75.
  • Coleman, Douglas W. (2002): “On foot in SIM CITY: Using SIM COPTER as the basis for an ESL writing assignment.” In: Simulation & Gaming (33/2), s. 217-230.
  • Cooney, Gavin (2007): Use of mobile phones for language learning and formativeassessment. A pilot project. In: Proceedings of the 6th Annual InternationalConference on Mobile Learning (s. 46-50). Melbourne, Australia, VIC.. http://iamlearn.org/mlearn-archive/mlearn2007/files/mLearn2007ConferenceProceedings.pdf. Erişim tarihi: 20.02.2018. Crawford, Chris (1982): The Art of Computer Game Design. http://www.stonetronix.com/gamedesign/art_of_computer_game_design. pdf. Erişim tarihi: 12.10.2017. Davies, Graham (2008): Information and Communications Technology for Language Teachers (ICT4LT): Slough: Thames Valley University.
  • Deterding, Sebastian / Dixon, Dan / Khaled, Rilla / Nacke, Lennart (2011): “From Game Design Elements to Gamefulness: Defining ‘Gamification’.” In: A. Lugmayr, H., Franssila, C. Safran, & I. Hammouda (Eds.), MindTrek 2011 (s. 9-15). New York: ACM. doi: 10.1145/2181037.2181040 Erişim tarihi: 03.02.2018.
  • Emin-Martinez / Valérie / Ney, Muriel (2013): “Supporting Teachers in the Process of Adoption of Game Based Learning Pedagogy.” In: Paula Escudeiro and Carlos Vaz de Carvalho (Eds.). ECGBL 2013 European Conference on Games Based Learning (s. 156-162), Oct. 2013, Porto, Portugal. ACPI.
  • Feninger Gerd (1990): “Lernsoftware und Autorensysteme in der kaufmännischen Weiterbildung”. In: Zimmer G. (Hrsg.). Interaktive Medien für die Aus- und Weiterbildung – Marktübersicht, Analysen und Anwendungen (s. 77-85). Nürnberg: Sebald.
  • Field, Syd (1979): Screenplay: The Foundations of Screenwriting. NYC: Random House.
  • Fraunhofer (2017): Trends für die Künstliche Intelligenz. Fraunhofer Gesellschaft. https://www.fraunhofer.de/content/dam/zv/de/publikationen/broschueren/Trends-fuer-diekuenstliche-Intelligenz.pdf. Erişim tarihi: 20.03.2018
  • Freeman, David (2004): “Creating Emotions in Games.” In: ACM Computers in Entertainment (2/3), s.1-11.
  • Gerber, Hannah R / Price, Debra P. (2013): “Fighting baddies and collecting bananas: teachers’ perceptions of games-based literacy learning.” In: Educational Media International (50/1), s. 5162. doi: 10.1080/09523987.2013.777182. Erişim tarihi: 16.07.2017.
  • Goethe Enstitüsü (2013): Lernabenteuer Deutsch – Ein Rätselhafter Auftrag. Eğitsel Oyun. https://www.goethe.de/de/spr/ueb/mis.html Erişim tarihi: 23.12.2017
  • Goethe Enstitüsü (2009): Lernabenteuer Deutsch – Das Gehehimnis der Himmelsscheibe. Eğitsel Oyun. https://www.goethe.de/de/spr/ueb/him.html. Erişim tarihi: 23.12.2017
  • Guerrero, Héctor Alejandro Galvis (2011): “Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education.” In: Colombian Applied Linguistics Journal (13/1), s. 54-70.
  • Haas, John (2014): A History of the Unity Game Engine. https://web.wpi.edu/Pubs/Eproject/Available/E-project-030614-143124/unrestricted/Haas_IQP_Final.pdf. Erişim tarihi: 16.02.2017.
  • Hausser, Roland R. (2004): Grundlagen der Computerlinguistik Mensch-Maschine-Kommunikation in natürlicher Sprache. Heidelberg: Springer.
  • Hung, Hsiu-Ting / Chang, Jo-Ling / Yeh, Hui-Chin (2016): “A Review of Trends in Digital GameBased Language Learning Research”. In: 2016 IEEE 16th International Conference on Advanced Learning Technologies (s. 508-512). doi: 10.1109/ICALT.2016.9. Erişim tarihi: 16.07.2017.
  • Johnson, W. Lewis / Valente, Andre (2009). “Tactical language and culture training systems: Using AI to teach foreign languages and cultures.” In: AI Magazine (30/2), s. 72-83. doi: 10.1609/aimag.v30i2.2240. Erişim tarihi: 11.09.2017.
  • Johnson, W. Lewis / Vilhjálmsson, Hannes / Marsella, Stacy (2005): Serious games for language learning: How much game, how much AI? Paper presented at the AIED. https://www.ru.is/faculty/hannes/publications/AIED2005.pdf. Erişim tarihi: 01.02.2018.
  • Karadoğan, A. (2016): Senaryo ve Anlatı – Senaryo İçin Anahtar Kavramlar. Ankara: De Ki.
  • Klopfer, Eric / Squire, Kurt (2008): “Environmental Detectives - the development of an augmented reality platform for environmental simulations.” In: Educational Technology Research and Development (56/2), s. 203-228.
  • Kinzer, Carles, K. / Sherwood, Robert / Bransford, John (1986): Computer strategies for education. Columbus, OH: Merrill Publishing Co.
  • Lacasa, Pilar / Méndez, Laura / Martínez, Rut (2008): “Bringing commercial games into the classroom.” In: Computers and Composition (25/3), s. 341-358. doi: 10.1016/j.compcom.2008.04.009. Erişim tarihi: 11.09.2017.
  • Larsen, Lasse Juel (2012): “A New Design Approach to Game-Based Learning.” In: Journal of Interactive Learning Research (23/4), 313-323. https://www.learntechlib.org/p/39296. Erişim tarihi: 28.01.2018.
  • Meyer, Bente (2012): Game-based language learning for pre-school children: a design perspective. Paper presented at the Proceedings of the 6th European Conference on Games Based Learning: ECGBL.
  • Neville, David, O. (2015): “The story in the mind: the effect of 3D gameplay on the structuring of written L2 narratives.” In: ReCALL (27/1), s. 21-37. doi: 10.1017/S0958344014000160. Erişim tarihi: 11.09.2017.
  • Robb, Kat (2017): Empowering learners through Mobile Assisted Language Learning (MALL). The Digital Teacher. https://thedigitalteacher.com/blog/empowering-learners-through-mobile-assisted-language-learning. Erişim tarihi: 25.03.2018.
  • Sandford, Richard / Ulicsak, Mary / Facer, Keri / Rudd, Tim (2006): Teaching with Games, Using commercial off-the-shelf computer games in formal education, Futurelab Report. http://archive.futurelab.org.uk/resources/documents/project_reports/teaching_with_game s/TWG_report.pdf. Erişim tarihi: 28.06.2017.
  • Schmidt-Schauß, Manfred / Sabel, David (2013): Einführung in die Methoden der Künstlichen Intelligenz. http://www.ki.informatik.uni-frankfurt.de/lehre/WS2012/KI/skript/skript11Feb13.pdf. Erişim tarihi: 11.02.2018.
  • Sørensen, Birgitte Holm / Meyer, Bente (2007): Serious Games in language learning and teaching-a theoretical perspective. Paper presented at the DiGRA Conference. http://www.digra.org/wpcontent/uploads/digital-library/07312.23426.pdf. Erişim tarihi: 01.03.2018.
  • Şengün, Sercan (2013): Six Degrees of Video Game Narrative: A Classification for Narrative in Video Games, (Yayımlanmamış Yüksek Lisans Tezi), Bilgi Üniversitesi, İstanbul, Türkiye. http://docshare03.docshare.tips/files/31694/316947993.pdf. Erişim tarihi: 02.12.2017.
  • Trim, John / North, Brian / Coste, Daniel / Sheils, Joseph (2001): Gemeinsamer europäischer Referenzrahmen für Sprachen: lernen, lehren, beurteilen; [Niveau A1, A2, B1, B2, C1, C2]. Berlin, München&Linz: Langenscheidt.
  • Turkle, Sherry (2005): “Computer games as evocative objects: From projective screens to relational artifacts.” In: J. Raessens& J. Goldstein (Eds.). Handbook of computer game studies (s. 267-279). London: MIT Press Cambridge.
  • Ulaş, Ekber Servet (2013): Virtual Environment Design and Storytelling in Video Games. Metaverse Creativity (4/1), s. 75-91. doi: 10.1386/mvcr.4.1.75_1. Erişim tarihi: 15.03.2016.
  • Uysal, Arda (2005): Üç Boyutlu Bilgisayar Oyunları Görsel Tasarımı, (Yayımlanmamış Yüksek LisansTezi), Anadolu Üniversitesi, Eskişehir, Türkiye.
  • Ünal, Çağrı (2014): Bilgisayar Oyunlarında Çevre Tasarımı, (Yayımlanmamış Yüksek LisansTezi), Mustafa Kemal Üniversitesi, Hatay, Türkiye.
  • Wagner, Michael / Mitgutsch, Konstantin (2009): Endbericht des Projekts Didaktische Szenarien des Digital Game Based Learning. https://www.donauuni.ac.at/imperia/md/content/department/imb/acgs/endbericht_dsdgbl.pdf. Erişim tarihi: 20.03.2018.
  • Werbach, Kevin (2014): “(Re) Defining Gamification: A Process Approach.” In: Spagnolli A., Chittaro L., Gamberini L. (Eds.) Persuasive Technology. PERSUASIVE 2014. Lecture Notes in Computer Science. 8462 (s. 266-272). doi: 10.1007/978-3-319-07127-5_23. Erişim tarihi: 21.03.2017.
  • Yılmaz İnce, Ebru / Demirbilek, Muhammet (2013): “Secondary and High School Teachers’ Perceptions Regarding Computer Games with Educational Features in Turkey.” The Anthropologist (16/1-2), s. 89-96. doi: 10.1080/09720073.2013.11891338. Erişim tarihi: 21.04.2011.
  • YÖK (1998): T. C. Yüksek Öğretim Kurulu Eğitim Fakültesi Öğretmen Yetiştirme Lisans Programları Kitapçığı. http://yok.gov.tr/documents/10279/30217..8.pdf. Erişim tarihi: 27.03.2018.

Yabancı Dil Öğretimi İçin 3B Dijital Oyunlar / Oyunlaştırılmış Uygulamalar Geliştirme

Yıl 2018, Cilt: 6 Sayı: 1, 131 - 158, 30.06.2018

Öz

Bu araştırmada, 2016 yılında Uludağ Üniversitesi bilimsel araştırma projelerini destekleme birimi (BAP) desteğiyle başlatılan bir proje kapsamında yapılan yabancı dil öğretiminde dijital oyunlar ve oyunlaştırılmış uygulamalar geliştirme çalışmaları ele alınmıştır. Proje sürecinde yapılan alanyazın taraması ve öğretmenlerle yapılan anket çalışması sonucunda yabancı dil öğrenimi ve öğretimi süreçlerinde 3B dijital oyunların yeterince kullanılmadığı ve öğretmenlerin dijital oyun kullanma ve geliştirme konusunda yeterli kuramsal ve uygulamalı bilgiye sahip olmadıkları belirlenmiştir.  
   Bu sonuç dikkate alınarak yapılan bu çalışmanın üçüncü bölümünde öğretmenlere ve materyal geliştiricilere yol göstermek amacıyla dijital oyun geliştirme süreci aşama aşama somut örneklerle ortaya konmuş, bu süreçte kullanılabilecek, materyal geliştirme araçları ayrıntılı olarak tanıtılmıştır. Söz konusu proje süreçlerinde elde edilen ve bu çalışmada ortaya konan bilgilerin yabancı dil öğretimin de dijital oyunların yaygınlaşmasına ve yabancı dil öğretmenlerinin kendi dersleri için dijital oyun materyallerini geliştirmelerine katkı sağlanması hedeflenmektedir. 

Kaynakça

  • Allsop, Yasemin / Yıldırım, Ebru Yeniman /Screpanti, Marina. (2013): “Teachers' beliefs about game-based learning: A comparative study of pedagogy, curriculum and practice in Italy, Turkey and the UK.” Paper presented at the European Conference on Games Based Learning.
  • Alyaz, Yunus / Genç, Zübeyde Sinem (2016): “Digital game-based language learning in foreign language teacher education.” In: Turkish Online Journal of Distance Education, (17/4), s. 130146. doi:10.17718/tojde.44375 Erişim tarihi: 15.02.2017.
  • Berns, Anke / Palomo-Duarte, Manuel. / Dodero, Juan Manuel / Valero-Franco, Concepción (2013): “Using a 3D online game to assess students’ foreign language acquisition and communicative competence.” Paper presented at the European Conference on Technology Enhanced Learning.
  • Bezircilioğlu, Sinem (2016): “Mobile Assisted Language Learning.” In: Journal of Educational and Instructional Studies in the World, (6/1), s. 9-12. Erişim tarihi: 03.02.2018.
  • Bickerton David / Stenton Tony / Temmerman Martina (2001): “Criteria for the evaluation of authoring tools in language education.” in: Chambers A. & Davies G. (Eds.) Information and Communications Technologies in language learning: a European perspective. Lisse: Swets & Zeitlinger.
  • Blamire, Roger (2010): Digital games for learning: Conclusions and recommendations from the IMAGINE project. European Schoolnet. http://recursostic.educacion.es/blogs/europa/media/blogs/europa/informes/IMAGINE%20Conclusions%20and%20recommendations%202010-3.pdf. Erişim tarihi: 23.03.2018.
  • Breuer, Johannes (2010): Spielend lernen? Eine Bestandsaufnahme zum (Digital) Game-Based Learning. LfM-Dokumentation, Band 41. https://www.lfm-nrw.de/fileadmin/lfmnrw/Publikationen-Download/Doku41-Spielend-Lernen.pdf. Erişim tarihi: 20.03.2018.
  • Bunderson, C. Victor (1974): “A status report on the TICCIT project”. In: American Federation of Information Processing Societies: 1974 National Computer Conference, 6-10 May 1974, Chicago, Illinois, USA. doi: 10.1145/1500175.1500209. Erişim tarihi: 15.06.2017.
  • Butler, Yuko Goto (2015): “The use of computer games as foreign language learning tasks for digital natives.” In: System, (54), s. 91-102.
  • Campbell, Joseph (1949): The Hero with a Thousand Faces. NYC: Pantheon Books.
  • Carstensen, Kai-Uwe (2017): Sprachtechnologie Ein Überblick. http://www.kai-uwe-carstensen.de/Publikationen/Sprachtechnologie. pdf. Erişim tarihi: 15.01.2018.
  • Chaka, Chaka (2009): “Portable handheld language learning: From CALL, MALL to PALL.” In: R. V. Marriot & P. L. Torres (Eds.), Handbook of Research on e-learning for language acquisition (s. 550-564). Hershey, Pennsylvania: Information Science Reference (IGI Global). http://www.irmainternational.org/viewtitle/20050. Erişim tarihi: 16.01.2018.
  • Chandler, Curtis. (2013): “The use of game dynamics to enhance curriculum and instruction: What teachers can learn from the design of video games.” In: Journal of Curriculum and Instruction (6/2), s. 60-75.
  • Coleman, Douglas W. (2002): “On foot in SIM CITY: Using SIM COPTER as the basis for an ESL writing assignment.” In: Simulation & Gaming (33/2), s. 217-230.
  • Cooney, Gavin (2007): Use of mobile phones for language learning and formativeassessment. A pilot project. In: Proceedings of the 6th Annual InternationalConference on Mobile Learning (s. 46-50). Melbourne, Australia, VIC.. http://iamlearn.org/mlearn-archive/mlearn2007/files/mLearn2007ConferenceProceedings.pdf. Erişim tarihi: 20.02.2018. Crawford, Chris (1982): The Art of Computer Game Design. http://www.stonetronix.com/gamedesign/art_of_computer_game_design. pdf. Erişim tarihi: 12.10.2017. Davies, Graham (2008): Information and Communications Technology for Language Teachers (ICT4LT): Slough: Thames Valley University.
  • Deterding, Sebastian / Dixon, Dan / Khaled, Rilla / Nacke, Lennart (2011): “From Game Design Elements to Gamefulness: Defining ‘Gamification’.” In: A. Lugmayr, H., Franssila, C. Safran, & I. Hammouda (Eds.), MindTrek 2011 (s. 9-15). New York: ACM. doi: 10.1145/2181037.2181040 Erişim tarihi: 03.02.2018.
  • Emin-Martinez / Valérie / Ney, Muriel (2013): “Supporting Teachers in the Process of Adoption of Game Based Learning Pedagogy.” In: Paula Escudeiro and Carlos Vaz de Carvalho (Eds.). ECGBL 2013 European Conference on Games Based Learning (s. 156-162), Oct. 2013, Porto, Portugal. ACPI.
  • Feninger Gerd (1990): “Lernsoftware und Autorensysteme in der kaufmännischen Weiterbildung”. In: Zimmer G. (Hrsg.). Interaktive Medien für die Aus- und Weiterbildung – Marktübersicht, Analysen und Anwendungen (s. 77-85). Nürnberg: Sebald.
  • Field, Syd (1979): Screenplay: The Foundations of Screenwriting. NYC: Random House.
  • Fraunhofer (2017): Trends für die Künstliche Intelligenz. Fraunhofer Gesellschaft. https://www.fraunhofer.de/content/dam/zv/de/publikationen/broschueren/Trends-fuer-diekuenstliche-Intelligenz.pdf. Erişim tarihi: 20.03.2018
  • Freeman, David (2004): “Creating Emotions in Games.” In: ACM Computers in Entertainment (2/3), s.1-11.
  • Gerber, Hannah R / Price, Debra P. (2013): “Fighting baddies and collecting bananas: teachers’ perceptions of games-based literacy learning.” In: Educational Media International (50/1), s. 5162. doi: 10.1080/09523987.2013.777182. Erişim tarihi: 16.07.2017.
  • Goethe Enstitüsü (2013): Lernabenteuer Deutsch – Ein Rätselhafter Auftrag. Eğitsel Oyun. https://www.goethe.de/de/spr/ueb/mis.html Erişim tarihi: 23.12.2017
  • Goethe Enstitüsü (2009): Lernabenteuer Deutsch – Das Gehehimnis der Himmelsscheibe. Eğitsel Oyun. https://www.goethe.de/de/spr/ueb/him.html. Erişim tarihi: 23.12.2017
  • Guerrero, Héctor Alejandro Galvis (2011): “Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education.” In: Colombian Applied Linguistics Journal (13/1), s. 54-70.
  • Haas, John (2014): A History of the Unity Game Engine. https://web.wpi.edu/Pubs/Eproject/Available/E-project-030614-143124/unrestricted/Haas_IQP_Final.pdf. Erişim tarihi: 16.02.2017.
  • Hausser, Roland R. (2004): Grundlagen der Computerlinguistik Mensch-Maschine-Kommunikation in natürlicher Sprache. Heidelberg: Springer.
  • Hung, Hsiu-Ting / Chang, Jo-Ling / Yeh, Hui-Chin (2016): “A Review of Trends in Digital GameBased Language Learning Research”. In: 2016 IEEE 16th International Conference on Advanced Learning Technologies (s. 508-512). doi: 10.1109/ICALT.2016.9. Erişim tarihi: 16.07.2017.
  • Johnson, W. Lewis / Valente, Andre (2009). “Tactical language and culture training systems: Using AI to teach foreign languages and cultures.” In: AI Magazine (30/2), s. 72-83. doi: 10.1609/aimag.v30i2.2240. Erişim tarihi: 11.09.2017.
  • Johnson, W. Lewis / Vilhjálmsson, Hannes / Marsella, Stacy (2005): Serious games for language learning: How much game, how much AI? Paper presented at the AIED. https://www.ru.is/faculty/hannes/publications/AIED2005.pdf. Erişim tarihi: 01.02.2018.
  • Karadoğan, A. (2016): Senaryo ve Anlatı – Senaryo İçin Anahtar Kavramlar. Ankara: De Ki.
  • Klopfer, Eric / Squire, Kurt (2008): “Environmental Detectives - the development of an augmented reality platform for environmental simulations.” In: Educational Technology Research and Development (56/2), s. 203-228.
  • Kinzer, Carles, K. / Sherwood, Robert / Bransford, John (1986): Computer strategies for education. Columbus, OH: Merrill Publishing Co.
  • Lacasa, Pilar / Méndez, Laura / Martínez, Rut (2008): “Bringing commercial games into the classroom.” In: Computers and Composition (25/3), s. 341-358. doi: 10.1016/j.compcom.2008.04.009. Erişim tarihi: 11.09.2017.
  • Larsen, Lasse Juel (2012): “A New Design Approach to Game-Based Learning.” In: Journal of Interactive Learning Research (23/4), 313-323. https://www.learntechlib.org/p/39296. Erişim tarihi: 28.01.2018.
  • Meyer, Bente (2012): Game-based language learning for pre-school children: a design perspective. Paper presented at the Proceedings of the 6th European Conference on Games Based Learning: ECGBL.
  • Neville, David, O. (2015): “The story in the mind: the effect of 3D gameplay on the structuring of written L2 narratives.” In: ReCALL (27/1), s. 21-37. doi: 10.1017/S0958344014000160. Erişim tarihi: 11.09.2017.
  • Robb, Kat (2017): Empowering learners through Mobile Assisted Language Learning (MALL). The Digital Teacher. https://thedigitalteacher.com/blog/empowering-learners-through-mobile-assisted-language-learning. Erişim tarihi: 25.03.2018.
  • Sandford, Richard / Ulicsak, Mary / Facer, Keri / Rudd, Tim (2006): Teaching with Games, Using commercial off-the-shelf computer games in formal education, Futurelab Report. http://archive.futurelab.org.uk/resources/documents/project_reports/teaching_with_game s/TWG_report.pdf. Erişim tarihi: 28.06.2017.
  • Schmidt-Schauß, Manfred / Sabel, David (2013): Einführung in die Methoden der Künstlichen Intelligenz. http://www.ki.informatik.uni-frankfurt.de/lehre/WS2012/KI/skript/skript11Feb13.pdf. Erişim tarihi: 11.02.2018.
  • Sørensen, Birgitte Holm / Meyer, Bente (2007): Serious Games in language learning and teaching-a theoretical perspective. Paper presented at the DiGRA Conference. http://www.digra.org/wpcontent/uploads/digital-library/07312.23426.pdf. Erişim tarihi: 01.03.2018.
  • Şengün, Sercan (2013): Six Degrees of Video Game Narrative: A Classification for Narrative in Video Games, (Yayımlanmamış Yüksek Lisans Tezi), Bilgi Üniversitesi, İstanbul, Türkiye. http://docshare03.docshare.tips/files/31694/316947993.pdf. Erişim tarihi: 02.12.2017.
  • Trim, John / North, Brian / Coste, Daniel / Sheils, Joseph (2001): Gemeinsamer europäischer Referenzrahmen für Sprachen: lernen, lehren, beurteilen; [Niveau A1, A2, B1, B2, C1, C2]. Berlin, München&Linz: Langenscheidt.
  • Turkle, Sherry (2005): “Computer games as evocative objects: From projective screens to relational artifacts.” In: J. Raessens& J. Goldstein (Eds.). Handbook of computer game studies (s. 267-279). London: MIT Press Cambridge.
  • Ulaş, Ekber Servet (2013): Virtual Environment Design and Storytelling in Video Games. Metaverse Creativity (4/1), s. 75-91. doi: 10.1386/mvcr.4.1.75_1. Erişim tarihi: 15.03.2016.
  • Uysal, Arda (2005): Üç Boyutlu Bilgisayar Oyunları Görsel Tasarımı, (Yayımlanmamış Yüksek LisansTezi), Anadolu Üniversitesi, Eskişehir, Türkiye.
  • Ünal, Çağrı (2014): Bilgisayar Oyunlarında Çevre Tasarımı, (Yayımlanmamış Yüksek LisansTezi), Mustafa Kemal Üniversitesi, Hatay, Türkiye.
  • Wagner, Michael / Mitgutsch, Konstantin (2009): Endbericht des Projekts Didaktische Szenarien des Digital Game Based Learning. https://www.donauuni.ac.at/imperia/md/content/department/imb/acgs/endbericht_dsdgbl.pdf. Erişim tarihi: 20.03.2018.
  • Werbach, Kevin (2014): “(Re) Defining Gamification: A Process Approach.” In: Spagnolli A., Chittaro L., Gamberini L. (Eds.) Persuasive Technology. PERSUASIVE 2014. Lecture Notes in Computer Science. 8462 (s. 266-272). doi: 10.1007/978-3-319-07127-5_23. Erişim tarihi: 21.03.2017.
  • Yılmaz İnce, Ebru / Demirbilek, Muhammet (2013): “Secondary and High School Teachers’ Perceptions Regarding Computer Games with Educational Features in Turkey.” The Anthropologist (16/1-2), s. 89-96. doi: 10.1080/09720073.2013.11891338. Erişim tarihi: 21.04.2011.
  • YÖK (1998): T. C. Yüksek Öğretim Kurulu Eğitim Fakültesi Öğretmen Yetiştirme Lisans Programları Kitapçığı. http://yok.gov.tr/documents/10279/30217..8.pdf. Erişim tarihi: 27.03.2018.
Toplam 51 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Yunus Alyaz 0000-0002-9121-042X

Yusuf Akyıldız Bu kişi benim 0000-0002-7619-3289

Yayımlanma Tarihi 30 Haziran 2018
Gönderilme Tarihi 2 Nisan 2018
Yayımlandığı Sayı Yıl 2018 Cilt: 6 Sayı: 1

Kaynak Göster

APA Alyaz, Y., & Akyıldız, Y. (2018). Yabancı Dil Öğretimi İçin 3B Dijital Oyunlar / Oyunlaştırılmış Uygulamalar Geliştirme. Diyalog Interkulturelle Zeitschrift Für Germanistik, 6(1), 131-158.

www.gerder.org.tr/diyalog