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EĞİTİMDE OYUNLAŞTIRMA: ARAŞTIRMA EĞİLİMLERİ

Yıl 2014, Cilt: 15 Sayı: 2, 315 - 333, 01.05.2014

Öz

Eğitim bağlamında oyunlaştırma süreci, sadece bilgi ya da beceri öğretimine oyun eklemek değil, oyun karakteristikleri ile bütünleştirerek, öğrencilerin mevcut öğrenme alanında öğrenmesini kolaylaştırma potansiyelinden yararlanmaktır. Oyunlaştırma; oyun-olmayan sistemlerde, kullanıcı deneyimini artırmak ya da kullanıcının ortama bağlanmasını sağlamak amacıyla video oyun bileşenlerinin kullanılmasıdır. Bu çalışmada, yıl sınırlaması olmadan ?gamification oyunlaştırma ? ve ?learning öğrenme ? anahtar kelimeleri kullanılarak, metnin tamamında Türkçe ve İngilizce çalışmalar taranmıştır. Erişelen 206 çalışmadan araştırma amacına uygun 62 tanesi sistematik olarak incelenmiştir. %35,48’lik bir oranla en çok yayının 2014 yılında yapıldığı görülmektedir. İncelenen araştırmaların çoğunun 50’den az n=15; %31,91 gruplarda; lisans öğrencileri ile n=38; %64,41 çalışmayı tercih ettikleri ve öğrenme alanı olarak ise BİT’inde bilgi ve iletişim teknolojileri n=19; %33,93 yoğunlaşıldığı görülmektedir. Çalışmalarda en çok oyunlaştırılmış bir öğrenme ortamının n=19; %59,38 akademik başarı/performansa n=18; %31,58 etkisi incelenmiştir. En çok kullanılan oyun bileşeni rozet n=25;%19,38 ve puanlar n=19; 14,73 olduğu en çok motivasyon kuramlarına n=8; %18,61 odaklanıldığı görülmektedir.

Kaynakça

  • Avolio, B.J., Sosik, J.J., Kahai, S.S., & Baker, B. (2014). E-leadership: Re-examining transformations in leadership source and transmission. The Leadership Quarterly, 25, 105–131.
  • Baker, P.M.A., Bujak, K. R., & DeMillo, R. (2012). The evolving university: Disruptive change and institutional innovation. Procedia Computer Science, 14, 330-335.
  • Birch, H. (2013). Motivational Effects of Gamification of Piano Instruction and Practice. Master of Arts Graduate Department of Curriculum, Teaching and Learning. University of Toronto. Yayınlamamış Yüksek Lisans Tezi.
  • Bozkaya, M., Aydın, I. E., & Kumtepe, E. G. (2012). Research Trends and Issues in Educational Technology: A Content Analysis of TOJET (2008-2011). Turkish Online Journal of Educational Technology-TOJET, 11(2), 264-277.
  • Bryman, A. (2012). Social research methods. Oxford university press.
  • Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.
  • Codish, D., & Ravid, G. (2014). Personality Based Gamification – EducationalGamification for Extroverts and Introverts. Proceedings of the 9th Chais Conference for the Study of Innovation and Learning Technologies: Learning in the Technological Era, Israel.
  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper & Row.
  • 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.
  • Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From game design elements to gamefulness: defining ‖gamification‖, Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek 11).
  • Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011). Gamification: Toward a definition. In CHI 2011 Gamification Workshop Proceedings, May 7–12, 2011, Vancouver, BC, Canada, ACM 978-1-4503-0268-5/11/05.
  • Deterding, S., Sicart, M., Nacke, L., OʼHara, K., and Dixon, D. (2011). Gamification: Using game-design elements in nongaming contexts. Proc. CHI EA ‘11, ACM Press, 2425-2428, ACM 978-1-4503-0268-5/11/05.
  • 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, 380-392.
  • Francia, III, G., Thornton, D., Trifas,M., & Bowden, T. (2013). Gamification of Information Security Awareness Training. In Emerging Trends in ICT Security.
  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & gaming, 33(4), 441-467.
  • Gee, J. (2004). Learning by design: games as learning machines. Interact Educational Multimedia, 8, 15-23.
  • Gibson, D. (2012). Game changers for transforming learning environments. Advances in Educational Administration, 16, 215-235.
  • 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., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. In proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014.
  • Huang, W. H. (2011). Evaluating learners’ motivational and cognitive processing in an online game-based learning environment. Computers in Human Behavior, 27(2), 694-704.
  • Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6-E10.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
  • Kim, J. T., & Lee, W. H. (2013). Dynamical model for gamification of learning (DMGL). Multimedia Tools and Applications, 1-11.
  • Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta- cognitive strategies in game-based learning. Computers & Education, 52(4), 800- 810.
  • Klein, J. D. (2002). Empirical research on performance improvement. Performance Improvement Quarterly, 15(1): 99–110.
  • Lee, J. ve Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2).
  • Marczewski, A. (2013). Gamification: A simple introduction & a bit mor. Second Edition.
  • O’Donovan, S. (2012). Gamification of the games course. Acesso em, 17, Department of Computer Science. University of Cape Town.
  • Oprescu, F., Jones, C., & Katsikitis, M. (2014). I PLAY AT WORK—ten principles for transforming work processes through gamification. Frontiers in psychology, 5.
  • Palvia, P., Pinjani, P., & Sibley, E.H. (2007). A profile of information systems research Published in Information & Management. Information & Management 44(1), 1– 11.
  • Piccione, P. A. (1980). In search of the meaning of Senet. Archaeological Institute of America.
  • Rubin, A., & Babbie, E. (2011). Research methods for social work. Cengage Learning, Belmont, CA, USA.
  • 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.
  • Su, C. H., & Cheng, C. H. (2013). A Mobile Game-based Insect Learning System for improving the learning achievements. Procedia-Social and Behavioral Sciences, 103, 42-50.
  • Tan, S. C., Chai, C. S., Tsai, C. C., Lim, C. P., & Chou, C. H. (2012). Learning sciences research in Asia Pacific countries from 1997 to 2010: A content analysis of publications in selected journals. The Asia Pacific Education Researcher, 21(1), 4–14.
  • Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y., & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education, 52(1), 68-77.
  • Tsai, C.-C., & Wen, L.M.C. (2005). Research and trends in science education from 1998 to 2002: A content analysis of publication in selected journals. International Journal of Science Education, 27, 3–14.
  • Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia, PA: Wharton Digital Press.
  • Yıldırım, A.& Şimşek, H. (2006). Sosyal bilimlerde nitel araştırma yöntemleri, (5. Baskı), Ankara: Seçkin Yayıncılık.

Gamification in Education: Research Trends

Yıl 2014, Cilt: 15 Sayı: 2, 315 - 333, 01.05.2014

Öz

Gamification process in education is not only adding games to information or skills but also benefiting from its potential of facilitating the learning within the current learning domain by integrating characteristics of game. Gamification is the use of video components to enhance the user experience or to enable the user to be connected to the environment in the non-gaming systems. This study reviewed the literature in Turkish and English using the keywords ―gamification‖ and ―learning‖ irrespective of the year. Among 206 studies accessed, 62 of them met the study objectives and were analysed systematically. The majority of the studies were conducted in 2014 with a percentage of 35.48. Most of the studies preferred groups less than 50 n=15; 31.91% ; undergraduate students n=38; 64.41% and focused on Information and Communication Technologies ICT learning area n=19; 33.93% . The most commonly analysed topic was the impact of gamified learning environment n=19; 59.38% on academic achievement/performance n=18; 31.58% . Most frequent game element was badges n=25; 19.38% and points n=19; 14,73% with an emphasis on motivation theories n=8; 18,61%

Kaynakça

  • Avolio, B.J., Sosik, J.J., Kahai, S.S., & Baker, B. (2014). E-leadership: Re-examining transformations in leadership source and transmission. The Leadership Quarterly, 25, 105–131.
  • Baker, P.M.A., Bujak, K. R., & DeMillo, R. (2012). The evolving university: Disruptive change and institutional innovation. Procedia Computer Science, 14, 330-335.
  • Birch, H. (2013). Motivational Effects of Gamification of Piano Instruction and Practice. Master of Arts Graduate Department of Curriculum, Teaching and Learning. University of Toronto. Yayınlamamış Yüksek Lisans Tezi.
  • Bozkaya, M., Aydın, I. E., & Kumtepe, E. G. (2012). Research Trends and Issues in Educational Technology: A Content Analysis of TOJET (2008-2011). Turkish Online Journal of Educational Technology-TOJET, 11(2), 264-277.
  • Bryman, A. (2012). Social research methods. Oxford university press.
  • Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.
  • Codish, D., & Ravid, G. (2014). Personality Based Gamification – EducationalGamification for Extroverts and Introverts. Proceedings of the 9th Chais Conference for the Study of Innovation and Learning Technologies: Learning in the Technological Era, Israel.
  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper & Row.
  • 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.
  • Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From game design elements to gamefulness: defining ‖gamification‖, Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek 11).
  • Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011). Gamification: Toward a definition. In CHI 2011 Gamification Workshop Proceedings, May 7–12, 2011, Vancouver, BC, Canada, ACM 978-1-4503-0268-5/11/05.
  • Deterding, S., Sicart, M., Nacke, L., OʼHara, K., and Dixon, D. (2011). Gamification: Using game-design elements in nongaming contexts. Proc. CHI EA ‘11, ACM Press, 2425-2428, ACM 978-1-4503-0268-5/11/05.
  • 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, 380-392.
  • Francia, III, G., Thornton, D., Trifas,M., & Bowden, T. (2013). Gamification of Information Security Awareness Training. In Emerging Trends in ICT Security.
  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & gaming, 33(4), 441-467.
  • Gee, J. (2004). Learning by design: games as learning machines. Interact Educational Multimedia, 8, 15-23.
  • Gibson, D. (2012). Game changers for transforming learning environments. Advances in Educational Administration, 16, 215-235.
  • 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., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. In proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014.
  • Huang, W. H. (2011). Evaluating learners’ motivational and cognitive processing in an online game-based learning environment. Computers in Human Behavior, 27(2), 694-704.
  • Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6-E10.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
  • Kim, J. T., & Lee, W. H. (2013). Dynamical model for gamification of learning (DMGL). Multimedia Tools and Applications, 1-11.
  • Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta- cognitive strategies in game-based learning. Computers & Education, 52(4), 800- 810.
  • Klein, J. D. (2002). Empirical research on performance improvement. Performance Improvement Quarterly, 15(1): 99–110.
  • Lee, J. ve Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2).
  • Marczewski, A. (2013). Gamification: A simple introduction & a bit mor. Second Edition.
  • O’Donovan, S. (2012). Gamification of the games course. Acesso em, 17, Department of Computer Science. University of Cape Town.
  • Oprescu, F., Jones, C., & Katsikitis, M. (2014). I PLAY AT WORK—ten principles for transforming work processes through gamification. Frontiers in psychology, 5.
  • Palvia, P., Pinjani, P., & Sibley, E.H. (2007). A profile of information systems research Published in Information & Management. Information & Management 44(1), 1– 11.
  • Piccione, P. A. (1980). In search of the meaning of Senet. Archaeological Institute of America.
  • Rubin, A., & Babbie, E. (2011). Research methods for social work. Cengage Learning, Belmont, CA, USA.
  • 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.
  • Su, C. H., & Cheng, C. H. (2013). A Mobile Game-based Insect Learning System for improving the learning achievements. Procedia-Social and Behavioral Sciences, 103, 42-50.
  • Tan, S. C., Chai, C. S., Tsai, C. C., Lim, C. P., & Chou, C. H. (2012). Learning sciences research in Asia Pacific countries from 1997 to 2010: A content analysis of publications in selected journals. The Asia Pacific Education Researcher, 21(1), 4–14.
  • Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y., & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education, 52(1), 68-77.
  • Tsai, C.-C., & Wen, L.M.C. (2005). Research and trends in science education from 1998 to 2002: A content analysis of publication in selected journals. International Journal of Science Education, 27, 3–14.
  • Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia, PA: Wharton Digital Press.
  • Yıldırım, A.& Şimşek, H. (2006). Sosyal bilimlerde nitel araştırma yöntemleri, (5. Baskı), Ankara: Seçkin Yayıncılık.
Toplam 39 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Research Article
Yazarlar

Erinç Karataş Bu kişi benim

Yayımlanma Tarihi 1 Mayıs 2014
Yayımlandığı Sayı Yıl 2014 Cilt: 15 Sayı: 2

Kaynak Göster

APA Karataş, E. (2014). EĞİTİMDE OYUNLAŞTIRMA: ARAŞTIRMA EĞİLİMLERİ. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 15(2), 315-333.

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