Araştırma Makalesi
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Second Life Oyununun Sosyal Bilgiler Öğretiminde Deneyimsel Öğrenmeye Yönelik Bir Model Olarak Kullanılması

Yıl 2019, Cilt: 34 Sayı: 2, 434 - 459, 30.04.2019

Öz

Araştırma, üç boyutlu sanal
ortamlardan biri olan Second Life
Ortamının Kolb’un deneyimsel öğrenme modeli temel alınarak Sosyal Bilgiler
Öğretiminde kullanılması için öğretmen adaylarına Second Life’ın kullanımına yönelik oryantasyon eğitimi verilmesi,
kazanımların kazandırılması amacıyla örnek bir öğrenme ortamının tasarlanması,
öğretmen adaylarının ortamdaki deneyimleri ve görüşlerinin belirlenmesi,
uygulanan deneyimsel öğrenme modelinin etkililiğinin değerlendirilmesi
amaçlanmıştır. Bu amaç doğrultusunda yapılacak etkinlik için Second life
ortamında iklim planet ortamı tasarlanmıştır. Araştırma, Muğla Sıtkı Koçman
Üniversitesi Eğitim Fakültesi Sosyal Bilgiler Öğretmenliği Bölümü, 2015-2016
Eğitim-Öğretim yılı, Sosyal Bilgiler Öğretmenliği 1. ve 2. ve 3.sınıfta öğrenim
gören öğretmen adayları arasından amaçlı örnekleme yöntemlerinden kolay
ulaşılabilir durum örneklemesi esasına dayalı olarak seçilmiştir. Bu
araştırmada nitel araştırma yöntemi benimsenmiştir. Öğretmen adaylarının
görüşleri alınmıştır. Öğretmen adaylarıyla etkinlik öncesinde ve etkinlik
sonrasında olmak üzere iki kere yarı yapılandırılmış görüşme yapılmıştır. Veri
toplama araçları olarak, gözlem, görüşme formları ve doküman analizi
kullanılmıştır. Sonuç olarak deneyimsel öğrenme kullanılarak, Second Life sanal
ortamında düzenlenen sosyal bilgiler dersi eğitiminin öğretmen adaylarının
görüşlerine göre derse olan ilgi ve motivasyonu arttırdığı, somut ve kalıcı
öğrenmeler sağladığı, dersi alışıla gelmişlikten kurtardığı, öz-yeterlilik
seviyelerinin arttırdığı, anında geri dönüte imkan verdiği ortaya çıkmıştır.

Kaynakça

  • Alacapınar, F. G. (2006). Tekrar ve düzeltmenin erişiye etkisi. Journal of Language and Linguistic Studies, 2(2), 126-135.
  • Andreas, K., Tsiatsos, T., Terzidou, T., & Pomportsis, A. (2010). Fostering collaborative learning in Second Life: Metaphors and affordances. Computers & Education, 55(2), 603-615.
  • Barab, S. A., Thomas, M. K., Dodge, T., Carteaux, B., & Tüzün, H. (2007). Making leaming fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86-107.
  • Baran, B., Cukurbasi, B., Colak, C., & Dogusoy, B. (2012). Second Life Users' Profiles and Views about Educational Potential of Second Life: A Case of Turkey. TOJET: The Turkish Online Journal of Educational Technology, 11(4).
  • Bell, D. (2009). Learning from Second Life. British Journal of Educational Technology, 40(3), 515-525.
  • Berg, Z. (2008). AMulti-user virtual environments for education and training? A critical review of Second Life Educational Technology Magazine: The Magazine for Manegers of Change in Education, 48(3),27-31
  • Bezir, Ç. (2012) Second Life Ortamında Tasarlanan Yabancı Dil Eğitimi: Öğretmen-Öğrenci ve Ortam Etkileşimi, Yüksek Lisans Tezi, Dokuz Eylül Üniversitesi, Eğitim Bilimleri Enstitüsü: İzmir.
  • Bezir, Ç., Çukurbaşı, B. Ve Baran, B. (2011). Second Life Ortamında Rol Oynama Tekniği İle Yabancı Dil Etkinlikleri Tasarım Süreci Ve Uygulanması. 5th International Computer & Instructional Technologies Symposium, 22-24 September 2011 Fırat University: Elazığ.
  • Bezir, Ç., Çukurbaşı, B., ve Karamete, A. (2011) Üç Boyutlu Sanal Ortamlarda Oryantasyon, http://web.firat.edu.tr/makaleler/ icits2011/papers/27691.pdf (15 Ekim 2015 tarihinde erişilmiştir.)
  • Bloom, B. S. (1976). Human characteristics and school learning. McGraw-Hill.
  • Bricken, M., & Byrne, C.M. (1992) Summer students in virtual reality: A pilot study on educational applications of VR technology, Paper presented at the annual meeting of the AERA, San Francisco.
  • Bulu, S. T. ve İşler, V. (2011) Second Life ODTÜ Kampüsü. Akademik Bilişim 2011 Kongresinde sunulmuş bildiri. http://ab.org.tr/ab11/bildiri/248.pdf (Nisan 2016 tarihinde erişilmiştir).
  • Bulu, S. T. (2012). Place presence, social presence, co-presence, and satisfaction in virtual worlds. Computers & Education, 58, 154-161.
  • Chung, D., Shearman, S. M., & Lee, S. H. (2003). Why Young People Purchase Avatar-Related Products in Cyberspace? An Analysis of the Variables Influencing the Purchase of Avatar-Related Products. In 53rd Annual Meeting of the International Communication Association, San Diego, CA.
  • Clarke, C. P. (2012). Second Life in the library: an empirical study of new users' experiences. Program: Electronic Library And Information Systems, 46(2), 242-257
  • Çukurbaşı, B., Bezir, Ç., & Karamete, (2010). A. Üç Boyutlu Sanal Ortamlarda Oryantasyon Orıentatıon Of Three Dımensıonal Vırtual Envıronments.
  • Çukurbaşı, B. (2012) Üç Boyutlu Sanal Ortamda Beş Aşamalı Modelin Uygulanması, Yüksek Lisans Tezi, Balıkesir Üniversitesi, Fen Bilimleri Enstitüsü: Balıkesir.
  • DeMers, M. N. (2010) (in press). Second Life as a Surrogate for Experiential Learning. International Journal of Virtual and Personal Learning Environments
  • Dinçer, G. D. (2008) Sanal dünyaların uzaktan eğitim danışmalık hizmetlerinde kullanımı: Second Life örneği, Yayınlanmamış yüksek lisans tezi, Anadolu Üniversitesi, Sosyal Bilimler Enstitüsü: Eskişehir.
  • Erdman, J. (2007). Reference in a 3-D world: preliminary observations on library outreach in Second Life. The Reference Librarian, 47(2), 35.
  • Esgin, E., Pamukcu, B.S., Ergül, P., Ansay, S., 2011, 3-boyutlu çevrimiçi sosyal ortamların eğitimde kullanılmasının öğrenci başarısı ve motivasyonuna etkisi, 5th International Computer & Instructional Technologies Symposium, 22-24 September 2011 Fırat University, Elazığ.
  • Gao, F., Noh, J.J., & Koehler, M.J. (2009). Comparing role-playing activities in Second Life and face-to-face environments. Journal of Interactive Learning Research, 20(4), 423-443.
  • Gregory, S., & Masters, Y. (2012). Real thinking with virtual hats: A role- playing activity for pre-service teachers in Second Life. Australasian Journal of Educational Technology, 28 (special issue 3), 420-440.
  • Hargis, J. (2008) Second Life for distance learning. Turkish Online Journal of Distance Education, 9(2), 57–63.
  • Ian, W., Darren, P., Tanya, K. & Stephen, S. (2008). Second Life and the role of educators as regulators. Australian Society for Computers in Learning in Tertiary Education Conference, Australian, 1079-1089.
  • Inman, C., Wright, V. H., & Hartman, J. A. (2010) Use of Second Life in K-12 and higher education: A review of research. Journal of Interactive Online Learning, 9(1), 44-62.
  • Iqbal, A., Kankaanranta, M. and Neittaanmäki, P., 2010, Engaging learners through virtual worlds. Procedia-Social and Behavioral Sciences, 2(2), 3198-3205.
  • Jauregi, K., Canto, S., de Graaff, R., Koenraad, T. & Moonen, M. (2011). Verbal interaction in Second Life: towards a pedagogic framework for task design. Computer Assisted Language Learning, 24(1), 77-101.
  • Jarmon, L., Traphagan, T., Mayrath, M., & Trivedi, A. (2008) Virtual world teaching, experiential learning, and assessment: an interdisciplinary communication course in Second Life. Computers & Education, 53(1), 169–182. doi:10.1016/j.compedu.2009.01.010
  • Jin, S. A. (2011). Leveraging avatars in 3D virtual environments (Second Life) for interactive learning: the moderating role of the behavioral activation system vs. behavioral inhibition system and the mediating role of enjoyment. Interactive Learning Environments, 19(5), 467-486.
  • Kantonen, T., Woodward, C. & Katz, N. (2010). Mixed reality in virtual world teleconferencing. Virtual Reality Conference, Waltham, Massachusetts, USA, 179-182. Kaplan-Rakowski, R., (2010) Foreign language instruction in a virtual environment: An examination of potential activities. Teaching through multi-user virtual environments:, Applying dynamic elements to the modern classroom, 306.
  • Knowlton. E. A. (2008) Second Life Experience. http://knowlton.osu.edu/files/newsletter/newsletter_su08.pdf (15 Ekim 2014 Tarihinde Erişilmiştir).
  • Koenraad, T., (2008) How Can 3D Virtual Worlds Contribute to Language Education? http://download.cps.nl/download/Talencentrum/vitaal/publicaties/worldcall2008_koenraad_revised2.pdf (7 Mayıs 2014 tarihinde erişilmiştir).
  • Kolb, D. (1984) Experiential learning: Experience as the source of learning and development. Englewood Cliffs, NJ: Prentice-Hall.
  • Lee, A. & Berge, Z. L. (2011). Second Life in healthcare education: Virtual environment's potential to improve patient safety. Knowledge Management & E-Learning: An International Journal, 3(1), 17-23.
  • Lee, E. A. L., Wong, K. W., & Fung, C. C. (2010). How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach .Computers & Education, 55(4), 1424-1442.
  • Liou, H. C., (2012) The roles of Second Life in a college computer-assisted language learning (CALL) course in Taiwan, ROC. Computer Assisted Language Learning, 25(4), 365-382.
  • Mack, N., Woodsong,C., MacQueen, K.M., Guest,G., & Namey, E. (2011) Qualitative research methods: a data collector’s field guideFHI. http://www.fhi.org/NR/rdonlyres/ezacxnbfb52irvkhkxxvf2z7vt5aglkcxlwxb3zobgbab3renayoc373plnmdyhga6buu5gvkcpmgl/frontmatter1.pdf (26 Temmuz 2013 tarihinde erişilmiştir).
  • Milton, J., Jonsen, S., Hirst, S. and Lindenburn, S., (2012) Foreign language vocabulary development through activities in an online 3D environment. The Language Learning Journal, 40(1), 99-112.
  • Ortega, M.C.G., Romans-Roca, S., Shani, R., Gross, S., Barilan, M. Y., Tam, C. L. and Sanders, J., (2010) Exploring the potential of Second Life to prepare language students for their year abroad. International Journal of Technology, Knowledge & Society, 6(6), 57-66.
  • Parker, L. (2008). Second Life: The seventh face of the library? Program: Electronic Library And Information Systems, 42(3), 232-42.
  • Patton, M. Q (2002) Qualitative research & evaluation methods. 3rd ed., Thousand Oak, CA: Sage.
  • Peterson, M., (2006) Learner interaction management in an avatar and chat-based virtual world. Computer Assisted Language Learning, 19(1): 79–103.
  • Rogers, L. (2011). Developing simulations in multi-user virtual environments to enhance healthcare education. British Journal of Educational Technology, 42(4), 608–615.
  • Rudra, A., Jaeger, B., Aitken, A., Chang, V. & Helgheim, B. (2011).Virtual team role play using Second Life for teaching business process concepts. 44th Hawaii International Conference System Sciences (HICSS), Hawaii, USA, 1-8.
  • Salmon, G. (2009). The future for (second) life and learning. British Journal of Educational Technology, 40(3), 526–538.
  • Sanchez, J. (2007) Second Life: An interactive qualitative analysis. Proceedings of Society for Information Technology and Teacher Education International Conference, Chesapeake, VA: AACE, 1240-1243.
  • Sanchez, J., (2009) Barriers to Student Learning in Second Life. Library Technology Reports, 45(2), 29-34.
  • Senemoğlu, N. (1998) Gelişim, öğrenme ve öğretim: kuramdan uygulamaya. Ankara, Türkiye: Özsan Matbaası.
  • Singh, N., & Lee, M. J. (2008). Exploring perceptions toward education in 3D virtual environments: An Introduction to “Second Life”. Journal of Teaching in Travel & Tourism, 8(4), 315-327.
  • Sönmez, V. (2011) Bilimsel araştırma süreci ve erişi. Uluslararası Eğitim Programları ve Öğretim Çalışmaları Dergisi 1(1), 50-59.
  • Süral, İ. (2008). Yeni Teknolojiler Işığında Uzaktan Eğitimde Açıklık, Uzaktanlık ve Öğrenme, XIII. Türkiye’de İnternet Konferansı Bildiri Kitapçığı: 22–23 Aralık, s. 31-34, Ankara.
  • Sweeney, P., Palomeque, C., González, D., Speck, C., Canfield, D. W., Guerrero, S. and MacKichan, P., (2010) Task Design for Language Learning in an Embodied Environment. Teaching Through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom, 259.
  • Tang, F. (2010), Reference tools in Second Life: implications for real life libraries, New Library World, 111(11/12), 513-525.
  • Taylor, K. (2006) Social networks and presence in Second Life. Cyberpsychology & Behavior, 12(1), 721–722.
  • Tepe, T. (2012). Sanal Dünyaların Yaşam Boyu Öğrenme Etkinliklerinde Kullanımı, Ege Üniversitesi, 1. Ulusal Sürekli Eğitim Kongresi, Kuşadası, İzmir.
  • Trotter, A. (2006) Educators get a “Second Life.” Education Week, 27(42), 1.
  • Wang, C., Song, H., Xia, F., & Yan, Q. (2009). Integrating Second Life into an EFL program: Students’ perspectives. Journal of Educational Technology Development and Exchange, 2(1), 1-16.
  • Wang, Y. & Braman, J. (2009) Extanding the classroom through Second Life. Journal of Information Systems Education, 20(2), 235-247.
  • Wills, S., Leigh, E. & Ip, A. (2011). The power of role-based e-learning. New York, USA: Routledge.
  • Wrzesien, M. & Raya, M. A. (2010) Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project. Computers & Education, 55, 178–187.
  • Yee, N. and Bailenson, J.N., (2007) The proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33, 271–290.
  • Yıldırım, A. ve Şimşek, H. (2011) Sosyal Bilimlerde Nitel Araştırma Yöntemleri. Sekizinci Basım, Ankara: Seçkin Yayıncılık.

The Use of Second Life Game as an Experimental Learning Model for Learning Social Studies

Yıl 2019, Cilt: 34 Sayı: 2, 434 - 459, 30.04.2019

Öz

In
this research, it is aimed to give an orientation training to the teacher
candidates of social studies about one of the three dimensional virtual
environment Second Life, based on the experimental learning Kolb Model so that
they can cover the virtues of this model and can use this model in their
teaching process and to design a learning environment for gaining the aimed
benefits, determine teachers' experiences and opinions, evaluate the
effectiveness of the model applied. For this purpose, Second Life environment
climate planet environment has been designed. To achieve this goal, the
research is based on Muğla University, Education Faculty, Department of Social
Sciences Teaching Sitki Kocman, 2015-2016 academic year, social studies teacher
education 1st and 2nd and 3rd grade teachers
studying methods of sampling for the purpose of easily accessible sampling
basis. Qualitative research methodology has been adopted in this research.
Teacher candidates’ views were taken. Teacher candidates were interviewed twice
before and after the event as semi-structured interviews. As data collection
tools, observation, interview forms, and document analysis were used. As a
result, using experiential learning, it has been found out that the social
studies course education organized in the Second Life virtual environment
increases the interest and 
motivation
of the teachers according to the opinions of the prospective teachers, provides
concrete and permanent learning, rescues the lesson from the routine, increases
the self-sufficiency levels.

Kaynakça

  • Alacapınar, F. G. (2006). Tekrar ve düzeltmenin erişiye etkisi. Journal of Language and Linguistic Studies, 2(2), 126-135.
  • Andreas, K., Tsiatsos, T., Terzidou, T., & Pomportsis, A. (2010). Fostering collaborative learning in Second Life: Metaphors and affordances. Computers & Education, 55(2), 603-615.
  • Barab, S. A., Thomas, M. K., Dodge, T., Carteaux, B., & Tüzün, H. (2007). Making leaming fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86-107.
  • Baran, B., Cukurbasi, B., Colak, C., & Dogusoy, B. (2012). Second Life Users' Profiles and Views about Educational Potential of Second Life: A Case of Turkey. TOJET: The Turkish Online Journal of Educational Technology, 11(4).
  • Bell, D. (2009). Learning from Second Life. British Journal of Educational Technology, 40(3), 515-525.
  • Berg, Z. (2008). AMulti-user virtual environments for education and training? A critical review of Second Life Educational Technology Magazine: The Magazine for Manegers of Change in Education, 48(3),27-31
  • Bezir, Ç. (2012) Second Life Ortamında Tasarlanan Yabancı Dil Eğitimi: Öğretmen-Öğrenci ve Ortam Etkileşimi, Yüksek Lisans Tezi, Dokuz Eylül Üniversitesi, Eğitim Bilimleri Enstitüsü: İzmir.
  • Bezir, Ç., Çukurbaşı, B. Ve Baran, B. (2011). Second Life Ortamında Rol Oynama Tekniği İle Yabancı Dil Etkinlikleri Tasarım Süreci Ve Uygulanması. 5th International Computer & Instructional Technologies Symposium, 22-24 September 2011 Fırat University: Elazığ.
  • Bezir, Ç., Çukurbaşı, B., ve Karamete, A. (2011) Üç Boyutlu Sanal Ortamlarda Oryantasyon, http://web.firat.edu.tr/makaleler/ icits2011/papers/27691.pdf (15 Ekim 2015 tarihinde erişilmiştir.)
  • Bloom, B. S. (1976). Human characteristics and school learning. McGraw-Hill.
  • Bricken, M., & Byrne, C.M. (1992) Summer students in virtual reality: A pilot study on educational applications of VR technology, Paper presented at the annual meeting of the AERA, San Francisco.
  • Bulu, S. T. ve İşler, V. (2011) Second Life ODTÜ Kampüsü. Akademik Bilişim 2011 Kongresinde sunulmuş bildiri. http://ab.org.tr/ab11/bildiri/248.pdf (Nisan 2016 tarihinde erişilmiştir).
  • Bulu, S. T. (2012). Place presence, social presence, co-presence, and satisfaction in virtual worlds. Computers & Education, 58, 154-161.
  • Chung, D., Shearman, S. M., & Lee, S. H. (2003). Why Young People Purchase Avatar-Related Products in Cyberspace? An Analysis of the Variables Influencing the Purchase of Avatar-Related Products. In 53rd Annual Meeting of the International Communication Association, San Diego, CA.
  • Clarke, C. P. (2012). Second Life in the library: an empirical study of new users' experiences. Program: Electronic Library And Information Systems, 46(2), 242-257
  • Çukurbaşı, B., Bezir, Ç., & Karamete, (2010). A. Üç Boyutlu Sanal Ortamlarda Oryantasyon Orıentatıon Of Three Dımensıonal Vırtual Envıronments.
  • Çukurbaşı, B. (2012) Üç Boyutlu Sanal Ortamda Beş Aşamalı Modelin Uygulanması, Yüksek Lisans Tezi, Balıkesir Üniversitesi, Fen Bilimleri Enstitüsü: Balıkesir.
  • DeMers, M. N. (2010) (in press). Second Life as a Surrogate for Experiential Learning. International Journal of Virtual and Personal Learning Environments
  • Dinçer, G. D. (2008) Sanal dünyaların uzaktan eğitim danışmalık hizmetlerinde kullanımı: Second Life örneği, Yayınlanmamış yüksek lisans tezi, Anadolu Üniversitesi, Sosyal Bilimler Enstitüsü: Eskişehir.
  • Erdman, J. (2007). Reference in a 3-D world: preliminary observations on library outreach in Second Life. The Reference Librarian, 47(2), 35.
  • Esgin, E., Pamukcu, B.S., Ergül, P., Ansay, S., 2011, 3-boyutlu çevrimiçi sosyal ortamların eğitimde kullanılmasının öğrenci başarısı ve motivasyonuna etkisi, 5th International Computer & Instructional Technologies Symposium, 22-24 September 2011 Fırat University, Elazığ.
  • Gao, F., Noh, J.J., & Koehler, M.J. (2009). Comparing role-playing activities in Second Life and face-to-face environments. Journal of Interactive Learning Research, 20(4), 423-443.
  • Gregory, S., & Masters, Y. (2012). Real thinking with virtual hats: A role- playing activity for pre-service teachers in Second Life. Australasian Journal of Educational Technology, 28 (special issue 3), 420-440.
  • Hargis, J. (2008) Second Life for distance learning. Turkish Online Journal of Distance Education, 9(2), 57–63.
  • Ian, W., Darren, P., Tanya, K. & Stephen, S. (2008). Second Life and the role of educators as regulators. Australian Society for Computers in Learning in Tertiary Education Conference, Australian, 1079-1089.
  • Inman, C., Wright, V. H., & Hartman, J. A. (2010) Use of Second Life in K-12 and higher education: A review of research. Journal of Interactive Online Learning, 9(1), 44-62.
  • Iqbal, A., Kankaanranta, M. and Neittaanmäki, P., 2010, Engaging learners through virtual worlds. Procedia-Social and Behavioral Sciences, 2(2), 3198-3205.
  • Jauregi, K., Canto, S., de Graaff, R., Koenraad, T. & Moonen, M. (2011). Verbal interaction in Second Life: towards a pedagogic framework for task design. Computer Assisted Language Learning, 24(1), 77-101.
  • Jarmon, L., Traphagan, T., Mayrath, M., & Trivedi, A. (2008) Virtual world teaching, experiential learning, and assessment: an interdisciplinary communication course in Second Life. Computers & Education, 53(1), 169–182. doi:10.1016/j.compedu.2009.01.010
  • Jin, S. A. (2011). Leveraging avatars in 3D virtual environments (Second Life) for interactive learning: the moderating role of the behavioral activation system vs. behavioral inhibition system and the mediating role of enjoyment. Interactive Learning Environments, 19(5), 467-486.
  • Kantonen, T., Woodward, C. & Katz, N. (2010). Mixed reality in virtual world teleconferencing. Virtual Reality Conference, Waltham, Massachusetts, USA, 179-182. Kaplan-Rakowski, R., (2010) Foreign language instruction in a virtual environment: An examination of potential activities. Teaching through multi-user virtual environments:, Applying dynamic elements to the modern classroom, 306.
  • Knowlton. E. A. (2008) Second Life Experience. http://knowlton.osu.edu/files/newsletter/newsletter_su08.pdf (15 Ekim 2014 Tarihinde Erişilmiştir).
  • Koenraad, T., (2008) How Can 3D Virtual Worlds Contribute to Language Education? http://download.cps.nl/download/Talencentrum/vitaal/publicaties/worldcall2008_koenraad_revised2.pdf (7 Mayıs 2014 tarihinde erişilmiştir).
  • Kolb, D. (1984) Experiential learning: Experience as the source of learning and development. Englewood Cliffs, NJ: Prentice-Hall.
  • Lee, A. & Berge, Z. L. (2011). Second Life in healthcare education: Virtual environment's potential to improve patient safety. Knowledge Management & E-Learning: An International Journal, 3(1), 17-23.
  • Lee, E. A. L., Wong, K. W., & Fung, C. C. (2010). How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach .Computers & Education, 55(4), 1424-1442.
  • Liou, H. C., (2012) The roles of Second Life in a college computer-assisted language learning (CALL) course in Taiwan, ROC. Computer Assisted Language Learning, 25(4), 365-382.
  • Mack, N., Woodsong,C., MacQueen, K.M., Guest,G., & Namey, E. (2011) Qualitative research methods: a data collector’s field guideFHI. http://www.fhi.org/NR/rdonlyres/ezacxnbfb52irvkhkxxvf2z7vt5aglkcxlwxb3zobgbab3renayoc373plnmdyhga6buu5gvkcpmgl/frontmatter1.pdf (26 Temmuz 2013 tarihinde erişilmiştir).
  • Milton, J., Jonsen, S., Hirst, S. and Lindenburn, S., (2012) Foreign language vocabulary development through activities in an online 3D environment. The Language Learning Journal, 40(1), 99-112.
  • Ortega, M.C.G., Romans-Roca, S., Shani, R., Gross, S., Barilan, M. Y., Tam, C. L. and Sanders, J., (2010) Exploring the potential of Second Life to prepare language students for their year abroad. International Journal of Technology, Knowledge & Society, 6(6), 57-66.
  • Parker, L. (2008). Second Life: The seventh face of the library? Program: Electronic Library And Information Systems, 42(3), 232-42.
  • Patton, M. Q (2002) Qualitative research & evaluation methods. 3rd ed., Thousand Oak, CA: Sage.
  • Peterson, M., (2006) Learner interaction management in an avatar and chat-based virtual world. Computer Assisted Language Learning, 19(1): 79–103.
  • Rogers, L. (2011). Developing simulations in multi-user virtual environments to enhance healthcare education. British Journal of Educational Technology, 42(4), 608–615.
  • Rudra, A., Jaeger, B., Aitken, A., Chang, V. & Helgheim, B. (2011).Virtual team role play using Second Life for teaching business process concepts. 44th Hawaii International Conference System Sciences (HICSS), Hawaii, USA, 1-8.
  • Salmon, G. (2009). The future for (second) life and learning. British Journal of Educational Technology, 40(3), 526–538.
  • Sanchez, J. (2007) Second Life: An interactive qualitative analysis. Proceedings of Society for Information Technology and Teacher Education International Conference, Chesapeake, VA: AACE, 1240-1243.
  • Sanchez, J., (2009) Barriers to Student Learning in Second Life. Library Technology Reports, 45(2), 29-34.
  • Senemoğlu, N. (1998) Gelişim, öğrenme ve öğretim: kuramdan uygulamaya. Ankara, Türkiye: Özsan Matbaası.
  • Singh, N., & Lee, M. J. (2008). Exploring perceptions toward education in 3D virtual environments: An Introduction to “Second Life”. Journal of Teaching in Travel & Tourism, 8(4), 315-327.
  • Sönmez, V. (2011) Bilimsel araştırma süreci ve erişi. Uluslararası Eğitim Programları ve Öğretim Çalışmaları Dergisi 1(1), 50-59.
  • Süral, İ. (2008). Yeni Teknolojiler Işığında Uzaktan Eğitimde Açıklık, Uzaktanlık ve Öğrenme, XIII. Türkiye’de İnternet Konferansı Bildiri Kitapçığı: 22–23 Aralık, s. 31-34, Ankara.
  • Sweeney, P., Palomeque, C., González, D., Speck, C., Canfield, D. W., Guerrero, S. and MacKichan, P., (2010) Task Design for Language Learning in an Embodied Environment. Teaching Through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom, 259.
  • Tang, F. (2010), Reference tools in Second Life: implications for real life libraries, New Library World, 111(11/12), 513-525.
  • Taylor, K. (2006) Social networks and presence in Second Life. Cyberpsychology & Behavior, 12(1), 721–722.
  • Tepe, T. (2012). Sanal Dünyaların Yaşam Boyu Öğrenme Etkinliklerinde Kullanımı, Ege Üniversitesi, 1. Ulusal Sürekli Eğitim Kongresi, Kuşadası, İzmir.
  • Trotter, A. (2006) Educators get a “Second Life.” Education Week, 27(42), 1.
  • Wang, C., Song, H., Xia, F., & Yan, Q. (2009). Integrating Second Life into an EFL program: Students’ perspectives. Journal of Educational Technology Development and Exchange, 2(1), 1-16.
  • Wang, Y. & Braman, J. (2009) Extanding the classroom through Second Life. Journal of Information Systems Education, 20(2), 235-247.
  • Wills, S., Leigh, E. & Ip, A. (2011). The power of role-based e-learning. New York, USA: Routledge.
  • Wrzesien, M. & Raya, M. A. (2010) Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project. Computers & Education, 55, 178–187.
  • Yee, N. and Bailenson, J.N., (2007) The proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33, 271–290.
  • Yıldırım, A. ve Şimşek, H. (2011) Sosyal Bilimlerde Nitel Araştırma Yöntemleri. Sekizinci Basım, Ankara: Seçkin Yayıncılık.
Toplam 63 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Mustafa Ertürk 0000-0001-7172-7133

Güzin Şahin Bu kişi benim 0000-0002-1361-8198

Yayımlanma Tarihi 30 Nisan 2019
Yayımlandığı Sayı Yıl 2019 Cilt: 34 Sayı: 2

Kaynak Göster

APA Ertürk, M., & Şahin, G. (2019). Second Life Oyununun Sosyal Bilgiler Öğretiminde Deneyimsel Öğrenmeye Yönelik Bir Model Olarak Kullanılması. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 34(2), 434-459.