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Eğitimde Oyunlaştırma Uygulamaları” Ölçeğinin Geçerlik ve Güvenirlik Çalışması

Yıl 2019, , 64 - 76, 20.09.2019
https://doi.org/10.22559/folklor.927

Öz

eknolojik yeniliklerle geliştirilen oyunlaştırma, eğitim sistemlerini geliştirmek ve öğrencileri motive etmek
için kullanılmaya başlanmıştır. Öğrencileri motive etmek için önemli bir potansiyele sahip olan
oyunlaştırma öğrenciler için çok cazip hale gelmiştir. Eğitsel oyunlaştırma uygulamalarının artması ile
çalışmaların sayısı da artış göstermektedir. Oyun bağımlılığına bağlı olarak geliştirilen ölçeklerin olduğu
bilinmesine rağmen, öğrencilerin oyunlaştırma yaklaşımı ve eğitimsel kullanımı hakkındaki bilgileri
arttırmak için öğrencilerin bu yaklaşımla ilgili görüşlerini belirlemek gerekmektedir. Literatür
incelendiğinde, oyunlaştırmanın öğrencilerin derslere yönelik motivasyon ve ilgi düzeylerini geliştirdiği
söylense de, literatürde bu amaçla bir ölçek geliştirilmediği görülmektedir. Bu çalışmanın amacı,
öğrencilerin oyunlaştırma uygulaması kullanarak öğrenim gördükleri bir eğitim süreci hakkındaki
görüşlerini belirlemek için uygun bir ölçek geliştirmektir. Bu amaç kapsamında yapılan literatür taraması
sonucunda eğitimde oyunlaştırma uygulamaları için olması gereken özellikler belirlenmiştir. Oyunlaştırma
uygulamalarının eğitsel amaçlı kullanımına yönelik geliştirilmesi amaçlanan ölçek için 38 ifadelik madde
havuzu oluşturulmuştur. Araştırmanın çalışma grubunu Yakın Doğu Üniversitesi, Atatürk Eğitim
Fakültesinde öğrenim gören ve oyunlaştırma uygulamalarını eğitsel amaçlı kullanan öğrenciler
oluşturmaktadır. Güvenilirlik ve geçerlilik testleri için veriler 360 öğrenciden elde edilmiştir. Geri dönüş
oranı % 97.2 olan uygulamadan sonra 350 kullanılabilir veri elde edilmiştir. Varimax analizi sonucunda,
sadece bir faktörün olduğu belirlenmiştir.Ölçeğe eklenecek maddeler seçilirken madde toplam korelasyon
katsayısının .30’dan yüksek olmasına dikkat edilmiştir. Ölçeğin iç tutarlılık güvenilirliği .986 olarak
hesaplanmıştır. Bu analize dayanarak, oyunlaştırma sürecinde öğrencilerin görüşlerini belirleme ölçeğinin
güvenilir olduğu belirlenmiştir. Öğrencilerin eğitimde oyunlaştırma uygulamalarının kullanımına yönelik
görüşlerini belirleme amaçlı ölçek kullanılabilir.

Kaynakça

  • 5mid, 2016. Retrived on 08 February 2017 from: http://5mid.com/lol/league-of-legends-100-milyon-oyuncusayisina-ulasti/ Akın, A., Usta, F., Başa, E., & Özçelik, B. (2016). Oyun bağımlılığı ölçeğinin Türkçeye uyarlanması, geçerlik ve güvenirlik çalışması. Türkiye Sosyal Araştırmalar Dergisi, (1), 223-232.
  • Alpar, R. (2010), Spor, Sağlık ve Eğitim Bilimlerinde Uygulamalı İstatistik ve Geçerlik- Güvenirlik, Birinci Baskı, Ankara: Detay Yayıncılık.
  • Aristolog, Retrived 4 May 2017 from: www.aristolog.com
  • Aytekin, B. A. (2016). Bilgisayar Destekli Eğitimde Teknolojik Kolaylaştırıcı Olarak Facebook Platformu ve Avantajları. International Multilingual Academic Journal, 1(1).
  • Bonde, M. T., Makransky, G., Wandall, J., Larsen, M. V., Morsing, M., Jarmer, H., Sommer, M., et al. (2014). Improving biotech education through gamified laboratory simulations. Nature Biotechnology, 32(7), 694–697.
  • Büyüköztürk, Ş. (2006), Veri Analizi El Kitabı, 6. Baskı, Ankara: Pegem A Yayıncılık.
  • Christy, K. R., & Fox, J. (2014). Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women’s math performance. Computers & Education, 78, 66–77.
  • Dalpiaz, F., Snijders, R., Brinkkemper, S., Hosseini, M., Shahri, A., & Ali, R. (2017). Engaging the Crowd of Stakeholders in Requirements Engineering via Gamification. In Gamification (pp. 123-135). Springer International Publishing.
  • de-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82–91.
  • Denny, P. (2013). The effect of virtual achievements on student engagement. In Proceedings of CHI 2013: Changing perspectives, Paris, France, April 27–May 2, 2013 (pp. 763–772).
  • Deterding, S., Bjork, S., Nacke, L. E., Dixon, D., & Lawley, E. (2013). Designing Gamification: Creating gameful and playful experiences. In CHI 2013 Extended Abstracts (pp. 3263e3266). New York: ACM Press
  • Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes, Computers & Education, 63, pp. 380--392.
  • Durualp, E., & Aral RAL, N . ( 2011). Oyun temelli sosyal beceri eğitimi. Ankara: Vize Yayıncılık
  • Farzan et al., (2008a). R. Farzan, J.M. DiMicco, D.R. Millen, B. Brownholtz, W. Geyer, C. Dugan When the experiment is over: Deploying an incentive system to all the users Symposium on Persuasive Technology, Aberdeen, Scotland, April, 2008 (2008).
  • Farzan et al., (2008b). R. Farzan, J.M. DiMicco, D.R. Millen, B. Brownholtz, W. Geyer, C. Dugan Results from deploying a participation incentive mechanism within the enterprise Proceedings of the twenty-sixth annual SIGCHI conference on human factors in computing systems, Florence, Italy, April 5–10, 2008 (2008), pp. 563–572.
  • Farzan, R., & Brusilovsky, P. (2011). Encouraging user participation in a course recommender system: An impact on user behavior. Computers in Human Behavior, 27(1), 276–284.
  • Filsecker, M., & Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students’ motivation, engagement and learning in an educational game. Computers & Education, 75, 136– 148.
  • Fraenkel, R. J. & Wallen, E. N. (2006). How to design and evaluate research in education. New York: McGrawHill. Guler, C., & Guler, E. (2015). Çevrimiçi Öğrenme Ortamlarında Oyunlaştırma: Rozet Kullanımı. Journal of Research in Education and Teaching. 4(3). 125-130.
  • Gürbüztürk, O. & Şad, S. N. (2010). Turkish parental involvement scale: Validity and reliability studies. Procedia Social and Behavioral Sciences, 2: 487-491.
  • Hakulinen, L., Auvinen, T., & Korhonen, A. (2013). Empirical study on the effect of achievement badges in TRAKLA2 online learning environment. In Proceedings of learning and teaching in computing and engineering (LaTiCE) conference, Macau, March 21–24, 2013 (pp. 47–54).
  • Hamari, J. (2013). Transforming Homo economicus into Homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and Applications, 12(4), 236–245.
  • Hamari, J. (2015). Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior.
  • Heilbrunn, B., Herzig, P., & Schill, A. (2017). Gamification Analytics—Methods and Tools for Monitoring and Adapting Gamification Designs. In Gamification (pp. 31-47). Springer International Publishing.
  • Johnson, B. & McClure, R. (2004). Validity and reliability of a shortened, revised version of the constructivist learning environment survey (CLES). Learning Environments Research, 7: 65-80.
  • Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference.
  • Kline, P. (1994), An Easy Guide to Factor Analysis, London: Routledge.
  • Küçük, S., & Şişman, B. (2017). Birebir Robotik Öğretiminde Öğreticilerin Deneyimleri. İlköğretim Online, 16(1). ISO 690
  • Lee, J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2).
  • Lee, J. J., Ceyhan, P., Jordan-Cooley, W., & Sung, W. (2013). GREENIFY: A real-world action game for climate change education. Simulation & Gaming, 1046878112470539.
  • Lounis, S., Pramatari, K., & Theotokis, A. (2014). Gamification is all about fun: The role of incentive type and community collaboration.
  • Lyons, S . (December 10, 2012). “League of Legends has 32 million monthly active players”. Retrieved February 28, 2017 from: http://www.destructoid.com/league-of-legends-has-32-millionmonthly-active-players236618.phtml Markets and Markets. (2016). Gamification market by solution (consumer driven and enterprise driven), applications (sales and marketing), deployment type (On-Premises and cloud), user type (large enterprise, SMBs), industry and region - global forecast to 2020. Retrieved November 14, 2016, from http://www. marketsandmarkets.com/Market-Reports/gamification-market-991.html.
  • Meske, C., Brockmann, T., Wilms, K., & Stieglitz, S. (2017). Social Collaboration and Gamification. In Gamification (pp. 93-109). Springer International Publishing.
  • Mora, A., Riera, D., Gonzalez, C., & Arnedo-Moreno, J. (2015, September). A literature review of gamification design frameworks. In Games and virtual worlds for serious applications (VS-Games), 2015 7th international conference on (pp. 1e8). IEEE.
  • Morschheuser, B., Hamari, J., & Koivisto, J. (2016). Gamification in crowdsourcing: A review. In Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, 2016.
  • Morschheuser, B., Werder, K., Hamari, J., & Abe, J. (2017). How to gamify? A method for designing gamification. In Proceedings of the 50th annual Hawaii international conference on system sciences (hicss), Hawaii, USA, January 4-7, 2017.
  • Nacke, L. E., & Deterding, S. (2017). The maturing of gamification research.
  • Ozdamli, F. (2009). A cultural adaptation study of multimedia course materials forum to Turkish. World Journal on Educational Technology, 1(1). Retrieved July 26, 2010, from http://www.world-educationcenter.org/index.php/wjet/article/view/123
  • See, L. J. (1951). Cronbach: Coefficient alhpa and the internal structure of tests. Psychometrika, 16: 297-334.
  • Sharma S, (1996). Applied Multivariate Techniques, John Wiley Sonc Inc, New York, 116.
  • Sheldon, L. (2011). The multiplayer classroom: Designing coursework as a game. Boston:Cengage Learning. Siemon, D., & Eckardt, L. (2017). Gamification of Teaching in Higher Education. In Gamification (pp. 153-164). Springer International Publishing.
  • Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345–353.
  • Thiel, S. K., & Fröhlich, P. (2017). Gamification as Motivation to Engage in Location-Based Public Participation?. In Progress in Location-Based Services 2016 (pp. 399-421). Springer International Publishing.
  • Thom, J., Millen, D., & DiMicco, J. (2012). Removing gamification from an enterprise SNS. In Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work (pp. 1067-1070). ACM
  • Tsai, C. C. & Liu, S. Y. (2005). Developing a multi-dimensional instrument for assessing students’ epistemological views toward science, International Journal of Science Education, 27(13): 1621-1638.
  • Tuan, H. L., Chang, H. P., Wang, K. H. & Treagust, D. F. (2000). The development of an Instrument for assessing students’ perceptions of teachers’ knowledge, International Journal of Science Education, 22(4): 385- 398.
  • Tudof, 2016. www.tudof.org, 04.05.2016.
  • van Roy, R., & Zaman, B. (2017). Autonomously Motivating Gamification in Education: an Explorative Study. World Government Summit, 2016. Gamification and the Future of Education. Retrived 8 February 2017 from: https://worldgovernmentsummit.org/api/publications/document?id=2b0d6ac4-e97c-6578-b2f8- ff0000a7ddb6
  • Xu, F., Buhalis, D., & Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60, 244-256.
  • Yasar, S., & Anagün,S.S. (2009). Reliability and Validity Studies of the Science and Technology Course Scientific Attitude Scale. Turkish Science Education 6(2), 43-54.
  • Yıldırım, İ., & Demir, S. (2016). Students’ Views About Gamification Based Curriculum for the Lesson of “Teaching Principles and Methods”. International Journal of Curriculum and Instructional Studies, 6(11).

Validity and Reliability of the “Gamification Applications in Education” Scale

Yıl 2019, , 64 - 76, 20.09.2019
https://doi.org/10.22559/folklor.927

Öz

With the growth of suitable applications for the gamification approach, it has becoming increasingly used
in education. Although it is known that there are scales that have been developed depending on game
dependency, it is necessary to determine the opinions of students about this approach in order to increase
the information about the students' approach to gamification and its educational use. When the literature is
examined, it is found that, although it is mentioned that gamification improves the motivation and interest
levels of the students towards lectures, no scale has been developed for this purpose. The aim of this
research is to develop a scale to determine the opinions of the students on an educational process in which
the learning is provided by using a gamification application. As a result of the literature review made within
the scope of this overall aim, characteristics which should be suitable for the gamification applications in
education were determined. Stratified random sampling is a process in which certain sub groups are selected
for the sample in the same proportion as they exist in the population. Data for the tests of reliability and
validity were obtained from a sample of 360 students. As a result of Varimax analysis, it has been
determined that it is only has one factor. The internal consistency reliability of the scale is calculated as
.986. Based on this analysis, it has been determined that the scale for determining the opinions of students
during the gamification process is reliable.

Kaynakça

  • 5mid, 2016. Retrived on 08 February 2017 from: http://5mid.com/lol/league-of-legends-100-milyon-oyuncusayisina-ulasti/ Akın, A., Usta, F., Başa, E., & Özçelik, B. (2016). Oyun bağımlılığı ölçeğinin Türkçeye uyarlanması, geçerlik ve güvenirlik çalışması. Türkiye Sosyal Araştırmalar Dergisi, (1), 223-232.
  • Alpar, R. (2010), Spor, Sağlık ve Eğitim Bilimlerinde Uygulamalı İstatistik ve Geçerlik- Güvenirlik, Birinci Baskı, Ankara: Detay Yayıncılık.
  • Aristolog, Retrived 4 May 2017 from: www.aristolog.com
  • Aytekin, B. A. (2016). Bilgisayar Destekli Eğitimde Teknolojik Kolaylaştırıcı Olarak Facebook Platformu ve Avantajları. International Multilingual Academic Journal, 1(1).
  • Bonde, M. T., Makransky, G., Wandall, J., Larsen, M. V., Morsing, M., Jarmer, H., Sommer, M., et al. (2014). Improving biotech education through gamified laboratory simulations. Nature Biotechnology, 32(7), 694–697.
  • Büyüköztürk, Ş. (2006), Veri Analizi El Kitabı, 6. Baskı, Ankara: Pegem A Yayıncılık.
  • Christy, K. R., & Fox, J. (2014). Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women’s math performance. Computers & Education, 78, 66–77.
  • Dalpiaz, F., Snijders, R., Brinkkemper, S., Hosseini, M., Shahri, A., & Ali, R. (2017). Engaging the Crowd of Stakeholders in Requirements Engineering via Gamification. In Gamification (pp. 123-135). Springer International Publishing.
  • de-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82–91.
  • Denny, P. (2013). The effect of virtual achievements on student engagement. In Proceedings of CHI 2013: Changing perspectives, Paris, France, April 27–May 2, 2013 (pp. 763–772).
  • Deterding, S., Bjork, S., Nacke, L. E., Dixon, D., & Lawley, E. (2013). Designing Gamification: Creating gameful and playful experiences. In CHI 2013 Extended Abstracts (pp. 3263e3266). New York: ACM Press
  • Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes, Computers & Education, 63, pp. 380--392.
  • Durualp, E., & Aral RAL, N . ( 2011). Oyun temelli sosyal beceri eğitimi. Ankara: Vize Yayıncılık
  • Farzan et al., (2008a). R. Farzan, J.M. DiMicco, D.R. Millen, B. Brownholtz, W. Geyer, C. Dugan When the experiment is over: Deploying an incentive system to all the users Symposium on Persuasive Technology, Aberdeen, Scotland, April, 2008 (2008).
  • Farzan et al., (2008b). R. Farzan, J.M. DiMicco, D.R. Millen, B. Brownholtz, W. Geyer, C. Dugan Results from deploying a participation incentive mechanism within the enterprise Proceedings of the twenty-sixth annual SIGCHI conference on human factors in computing systems, Florence, Italy, April 5–10, 2008 (2008), pp. 563–572.
  • Farzan, R., & Brusilovsky, P. (2011). Encouraging user participation in a course recommender system: An impact on user behavior. Computers in Human Behavior, 27(1), 276–284.
  • Filsecker, M., & Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students’ motivation, engagement and learning in an educational game. Computers & Education, 75, 136– 148.
  • Fraenkel, R. J. & Wallen, E. N. (2006). How to design and evaluate research in education. New York: McGrawHill. Guler, C., & Guler, E. (2015). Çevrimiçi Öğrenme Ortamlarında Oyunlaştırma: Rozet Kullanımı. Journal of Research in Education and Teaching. 4(3). 125-130.
  • Gürbüztürk, O. & Şad, S. N. (2010). Turkish parental involvement scale: Validity and reliability studies. Procedia Social and Behavioral Sciences, 2: 487-491.
  • Hakulinen, L., Auvinen, T., & Korhonen, A. (2013). Empirical study on the effect of achievement badges in TRAKLA2 online learning environment. In Proceedings of learning and teaching in computing and engineering (LaTiCE) conference, Macau, March 21–24, 2013 (pp. 47–54).
  • Hamari, J. (2013). Transforming Homo economicus into Homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and Applications, 12(4), 236–245.
  • Hamari, J. (2015). Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior.
  • Heilbrunn, B., Herzig, P., & Schill, A. (2017). Gamification Analytics—Methods and Tools for Monitoring and Adapting Gamification Designs. In Gamification (pp. 31-47). Springer International Publishing.
  • Johnson, B. & McClure, R. (2004). Validity and reliability of a shortened, revised version of the constructivist learning environment survey (CLES). Learning Environments Research, 7: 65-80.
  • Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference.
  • Kline, P. (1994), An Easy Guide to Factor Analysis, London: Routledge.
  • Küçük, S., & Şişman, B. (2017). Birebir Robotik Öğretiminde Öğreticilerin Deneyimleri. İlköğretim Online, 16(1). ISO 690
  • Lee, J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2).
  • Lee, J. J., Ceyhan, P., Jordan-Cooley, W., & Sung, W. (2013). GREENIFY: A real-world action game for climate change education. Simulation & Gaming, 1046878112470539.
  • Lounis, S., Pramatari, K., & Theotokis, A. (2014). Gamification is all about fun: The role of incentive type and community collaboration.
  • Lyons, S . (December 10, 2012). “League of Legends has 32 million monthly active players”. Retrieved February 28, 2017 from: http://www.destructoid.com/league-of-legends-has-32-millionmonthly-active-players236618.phtml Markets and Markets. (2016). Gamification market by solution (consumer driven and enterprise driven), applications (sales and marketing), deployment type (On-Premises and cloud), user type (large enterprise, SMBs), industry and region - global forecast to 2020. Retrieved November 14, 2016, from http://www. marketsandmarkets.com/Market-Reports/gamification-market-991.html.
  • Meske, C., Brockmann, T., Wilms, K., & Stieglitz, S. (2017). Social Collaboration and Gamification. In Gamification (pp. 93-109). Springer International Publishing.
  • Mora, A., Riera, D., Gonzalez, C., & Arnedo-Moreno, J. (2015, September). A literature review of gamification design frameworks. In Games and virtual worlds for serious applications (VS-Games), 2015 7th international conference on (pp. 1e8). IEEE.
  • Morschheuser, B., Hamari, J., & Koivisto, J. (2016). Gamification in crowdsourcing: A review. In Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5-8, 2016.
  • Morschheuser, B., Werder, K., Hamari, J., & Abe, J. (2017). How to gamify? A method for designing gamification. In Proceedings of the 50th annual Hawaii international conference on system sciences (hicss), Hawaii, USA, January 4-7, 2017.
  • Nacke, L. E., & Deterding, S. (2017). The maturing of gamification research.
  • Ozdamli, F. (2009). A cultural adaptation study of multimedia course materials forum to Turkish. World Journal on Educational Technology, 1(1). Retrieved July 26, 2010, from http://www.world-educationcenter.org/index.php/wjet/article/view/123
  • See, L. J. (1951). Cronbach: Coefficient alhpa and the internal structure of tests. Psychometrika, 16: 297-334.
  • Sharma S, (1996). Applied Multivariate Techniques, John Wiley Sonc Inc, New York, 116.
  • Sheldon, L. (2011). The multiplayer classroom: Designing coursework as a game. Boston:Cengage Learning. Siemon, D., & Eckardt, L. (2017). Gamification of Teaching in Higher Education. In Gamification (pp. 153-164). Springer International Publishing.
  • Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345–353.
  • Thiel, S. K., & Fröhlich, P. (2017). Gamification as Motivation to Engage in Location-Based Public Participation?. In Progress in Location-Based Services 2016 (pp. 399-421). Springer International Publishing.
  • Thom, J., Millen, D., & DiMicco, J. (2012). Removing gamification from an enterprise SNS. In Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work (pp. 1067-1070). ACM
  • Tsai, C. C. & Liu, S. Y. (2005). Developing a multi-dimensional instrument for assessing students’ epistemological views toward science, International Journal of Science Education, 27(13): 1621-1638.
  • Tuan, H. L., Chang, H. P., Wang, K. H. & Treagust, D. F. (2000). The development of an Instrument for assessing students’ perceptions of teachers’ knowledge, International Journal of Science Education, 22(4): 385- 398.
  • Tudof, 2016. www.tudof.org, 04.05.2016.
  • van Roy, R., & Zaman, B. (2017). Autonomously Motivating Gamification in Education: an Explorative Study. World Government Summit, 2016. Gamification and the Future of Education. Retrived 8 February 2017 from: https://worldgovernmentsummit.org/api/publications/document?id=2b0d6ac4-e97c-6578-b2f8- ff0000a7ddb6
  • Xu, F., Buhalis, D., & Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60, 244-256.
  • Yasar, S., & Anagün,S.S. (2009). Reliability and Validity Studies of the Science and Technology Course Scientific Attitude Scale. Turkish Science Education 6(2), 43-54.
  • Yıldırım, İ., & Demir, S. (2016). Students’ Views About Gamification Based Curriculum for the Lesson of “Teaching Principles and Methods”. International Journal of Curriculum and Instructional Studies, 6(11).
Toplam 50 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Türk Halk Bilimi
Bölüm Derleme Makaleleri -Compilation Articles
Yazarlar

Fezile Özdamlı Bu kişi benim

Şenay Kocakoyun Aydoğan Bu kişi benim

Yayımlanma Tarihi 20 Eylül 2019
Yayımlandığı Sayı Yıl 2019

Kaynak Göster

APA Özdamlı, F., & Kocakoyun Aydoğan, Ş. (2019). Validity and Reliability of the “Gamification Applications in Education” Scale. Folklor/Edebiyat, 25(97), 64-76. https://doi.org/10.22559/folklor.927

Derginin yayım dili Türkçe ve İngilizce’dir, ayrıca Türkçe de olsa tüm basılan makalelerin başlık, öz ve anahtar sözcükleri İngilizce olarak da makalede bulunur. Hakemlerden onay almış Türkçe makaleler için 750-1000 sözcükten oluşan genişletilmiş özet (extended summary) gereklidir. Elektronik çeviriler kabul edilmez.
Dergi TR-Dizin, Web of Science (ESCI), DOAJ ile diğer pek çok dizin tarafından taranmaktadır. Scimagoe quartile değeri: Q2 'dir:

TR DIZIN 2020 Etik Kriterleri kapsamında, dergimize 2020 yılından itibaren etik kurul izni gerektiren çalışmalar için makalenin yöntem bölümünde ilgili Etik Kurul Onayı ile ilgili bilgilere (kurul-tarih-sayı) yer verilmesi gerekecektir. Bu nedenle dergimize makale gönderecek olan yazarlarımızın ilgili kriteri göz önünde bulundurarak makalelerini düzenlemeleri önemle rica olunur.

Alan Editörleri/ Field Editörs

Halkbilimi/Folklore
Prof.Dr. Hande Birkalan-Gedik (JohannWolfgang-Goethe İniversitet-birkalan-gedik@m.uni-frankfurt.de)
Prof.Dr. Ali Yakıcı (Gazi Üniversitesi-yakici@gazi.edu.tr)
Prof.Dr. Aynur Koçak (Yıldız Teknik Üniversitesi-nurkocak@yildiz.edu.tr)
Prof.Dr. Işıl Altun ( (Regensburg Üniversitesi/Kocaeli Üniversitesi-İsil.Altun@zsk.uni-regensburg.de)
Edebiyat/Literature
Prof.Dr. Abdullah Uçman (Mimar Sinan Güzel Sanatlar Üniversitesi -emekli-29 MayısÜniversitesi-abdullahucman@29mayis.edu.tr
Prof. Dr. Ramazan Korkmaz (Ardahan Üniversitesi-emekli-Kafkasya Üniversiteler Birliği -KÜNİB-r_korkmaz@hotmail.com)
Prof.Dr. Emel Kefeli (Marmara Üniversitesi-emekli-İstanbul 29 Mayıs Üniversitesi-ayseemelkefeli @gmail.com)
Antropoloji/Anthropology
Prof.Dr. Hanife Aliefendioğlu (Doğu Akdeniz Üniversitesi-hanife.aliefendioglu@emu.edu.tr)
Prof. Dr. Şebnem Pala Güzel (Başkent Üniversitesi-sebnempa@baskent.edu.tr)
Prof.Dr. Derya Atamtürk Duyar (İstanbul Üniversitesi-datamturk@istanbul.edu.tr)
Prof.Dr. Meryem Bulut (Ankara Üniversitesi-meryem.bulut@gmail.com)
Dil-Dilbilim/Language-Linguistics
Prof.Dr. Nurettin Demir (Hacettepe Üniversitesi-demir@hacettepe.edu.tr)
Prof. Dr. Aysu Erden (Maltepe Üniversitesi-aysuerden777@gmail.com)
Prof.Dr. Sema Aslan Demir (Hacettepe Üniversitesi-semaaslan@hacettepe.edu.tr)