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GAMIFICATION, EDUCATION AND THEORETICAL APPROACHES: MOTIVATION, ENGAGEMENT AND SUSTAINABILITY IN LEARNING PROCESSES

Yıl 2018, Sayı: 45, 169 - 189, 15.02.2018
https://doi.org/10.21764/maeuefd.339909

Öz

One of
the ways to provide more effective, efficient and attractive experiences in
learning processes is to increase learners’ motivation, provide engagement of the
learners in these processes and designing these processes for the
sustainability. In this regard, gamification appears to be an innovative
approach that offers suggestions to apply game principles to non-game contexts.
In these considerations, this study deals with gamification within the
perspective of education and provides explanations regarding the definition of
gamification, application areas, gamer types and gamification models. The study
synthesizes existing findings in related literature and presents suggestions
for researchers and practitioners who want to use gamification in educational
processes. According to conclusion of this study, gamification is considered to
be an approach that provides meaningful experiences by using strategies to increase
learners’ motivation, and can be used to to ensure engagement of the learners
and sustainability of the learning experiences in e-learning processes. 

Kaynakça

  • Arnold, B. J. (2014). Gamification in education. ASBBS Proceedings, 21(1), 32-39.
  • Bartle, R. “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDS.” 1996. http://www.mud.co.uk/richard/hcds.htm. adresinden erişilmiştir.
  • Bozkurt, A., & Genç-Kumtepe, E. (2014). Oyunlaştırma, Oyun Felsefesi ve Eğitim: Gamification. Akademik Bilişim 2014 (s.155-164). 5-7 Subat 2014, Mersin Üniversitesi, Mersin.
  • Bozkurt, A. (2014). Homo Ludens: Dijital oyunlar ve eğitim. Eğitim Teknolojileri Araştırmaları Dergisi, 5(1).
  • Buckley, P., & Doyle, E. (2014). Gamification and student motivation. Interactive Learning Environments, 1-14.
  • Burke, B. (2016). Gamify: How gamification motivates people to do extraordinary things. Routledge.
  • Chou, Y. K. (2015). Actionable gamification: Beyond points, badges, and leaderboards. Fremont, CA, USA: Octalysis Media.
  • Cohen, A. M. (2011). The gamification of education. The Futurist, 45(5), 16.
  • Coronado Escobar, J. E., & Vasquez Urriago, A. R. (2014). Gamification: an effective mechanism to promote civic engagement and generate trust?. In Proceedings of the 8th International Conference on Theory and Practice of Electronic Governance (pp. 514-515). ACM.
  • Coulton, P. (2015). Mobilizing gamification. In The gameful world: Approaches, issues, applications. Mit Press.
  • Çağlar, Ş., & Arkün-Kocadere, S. (2015). Çevrimiçi öğrenme ortamlarında oyunlaştırma. Eğitim Bilimleri ve Uygulama, 14(27), 83-102.
  • de Sousa Borges, S., Durelli, V. H., Reis, H. M., & Isotani, S. (2014, March). A systematic mapping on gamification applied to education. In Proceedings of the 29th Annual ACM Symposium on Applied Computing (pp. 216-222). ACM.
  • Deterding, S. (2012). Gamification: designing for motivation. Interactions, 19(4), 14-17.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM
  • Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In Part 2 - Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems (pp. 2425-2428). ACM.
  • Dicheva, D., Dichev C., Agre G., & Angelova G. (2015). Gamification in Education: A Systematic Mapping Study. Educational Technology & Society, 18(3), 75–88.
  • Doğan, E., Burmabıyık, A., & Şahin, Y. L. (2017).Öğretim süreçlerinin tasarımı bağlamında oyuncu türleri. H. F. Odabaşı, B. Akkoyunlu, A. Şişman (Edt). Eğitim Teknolojileri Okumaları 2017 (s.276-289). Sakarya: Sakarya Üniversitesi Yayınları.
  • Dragona, D. (2014). Counter-gamification: emerging tactics and practices against the rule of numbers. In Rethinking Gamification. Meson press.
  • Economou, D., Doumanis, I., Pedersen, F., Kathrani, P., Mentzelopoulos, M., & Bouki, V. (2015). Evaluation of a dynamic role-playing platform for simulations based on Octalysis gamification framework. In Intelligent Environments (Workshops) (pp. 388-395).
  • Ferrara, J. (2012). Playful Design: Creating Game Experiences in Everyday Interfaces. Brooklyn: Rosenfeld Media.
  • Froehlich, J. (2015). Gamifying green: gamification and environmental sustainability. In The gameful world: Approaches, issues, applications. Mit Press.
  • Gore, A.(2011). “Keynote Lecture”. Eighth Annual Games for Change Festival. New York.https://www.engadget.com/2011/06/20/al-gore-shares-an-incontestable-truth-games-are-the-new-normal/ adresinden erişilmiştir.
  • Güler, E. (2015). Mobil sağlık hizmetlerinde oyunlaştırma. AUAd, 1(2), 82-101
  • 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), pp. 236-245.
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. In System Sciences (HICSS), 2014 47th Hawaii International Conference on (pp. 3025-3034). IEEE.
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on instrinsic motivation, social comparison, satisfication, effort, and academic performance. Computers & Education, 80,152-161.
  • Huang, W. H. Y., & Soman, D. (2013). Gamification of education. Research Report Series: Behavioural Economics in Action, Rotman School of Management, University of Toronto.
  • Huizinga, J. (1955). Homo Ludens: A Study of the Play Element in Culture. Boston: The Beacon Press.
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4, No. 1).
  • Huotari, K. & Hamari. J. (2012). “Defining gamification: a service marketing perspective”, In Proceedings of the 16th International Academic MindTrek Conference, October 3-5, Tampere, Finland, ACM, pp. 17-22.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
  • Kin, A. (2011). “Smart Gamification: Seven Core Concepts for Creating Compelling Experiences.” http://www.youtube.com/watch?v=F4YP-hGZTuA. adresinden erişilmiştir.
  • Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference.
  • Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward. Cambridge, MA: The Education Arcade.
  • Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188.
  • Laskowski, M., & Badurowicz, M. (2014). Gamification in higher education: a case study. In Make Learn International Conference, 25 (Vol. 27, pp. 971-975).
  • Lee, J. J. & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2).
  • Legault, N. (2015). Gamification techniques: How to apply them to e-learning. E-learning heroes.https://community.articulate.com/articles/gamification-techniqueshow-to-apply-them-to-e-learning adresinden erişilmiştir.
  • Li, W., Grossman, T., & Fitzmaurice, G. (2012). GamiCAD: a gamified tutorial system for first time autocad users. In Proceedings of the 25th annual ACM symposium on User interface software and technology (pp. 103-112). ACM.
  • Marczewski, A. (2013). Gamification: A Simple Introduction & A Bit More-Tips, advice and thoughts on gamification: self-published by Andrzej Marczewski.
  • Marczewski, A. (2015). Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design. CreateSpace Independent Publishing Platform.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
  • McLuhan, M. (1964). Understanding Media. New York. McGrew Hill.
  • Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proc. 6th International Conference on Virtual Learning ICVL (No. 42, pp. 323-329).
  • Nacke, L. E., Bateman, C., & Mandryk, R. L. (2011). BrainHex: preliminary results from a neurobiological gamer typology survey. In International Conference on Entertainment Computing (288-293). Springer Berlin Heidelberg.
  • Nicholson, S.(2012). “A User-Centered Theoretical Framework for Meaningful Gamification.” http://scottnicholson.com/pubs/meaningfulframework.pdf. adresinden erişilmiştir.
  • Poltronieri, F. A. (2014). Communicology, Apparatus, and Post-history: Vilém Flusser’s Concepts Applied to Video games and Gamification. In Rethinking Gamification. Meson press.
  • Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6.
  • Rackwitz, R. (2016). Gamification and education. https://www.slideshare.net/romrack/gamification-and-education-62128829 adresinden erişilmiştir.
  • Rapp, A.(2013). “Beyond Gamification: Enhancing User Engagement Through Meaningful Game Elements.” http://www.fdg2013.org/program/doctoral/dc10_rapp.pdf. adresinden erişilmiştir.
  • Schell, J. (2010).Ted Talk: When games invade real life. https://www.ted.com/talks/jesse_schell_when_games_invade_real_life adresinden erişilmiştir.
  • Sezgin, S. (2016). Eğitimde Oyunlaştırma Üzerine Sistematik Bir Bakış. VIII.Uluslararası Eğitim Araştırmaları Kongresi. Çanakkale Onsekiz Mart Üniversitesi. 5-8 Mayıs. Çanakkale.
  • Surendeleg, G., Murwa, V., Yun, H. K., & Kim, Y. S. (2014). The role of gamification in education a literature review. Contemporary Engineering Sciences, 7(2932), 1609-1616.
  • Turan, Z., Avinc, Z., Kara, K., & Goktas, Y. (2016). Gamification and education: Achievements, cognitive loads, and views of students. International journal of emerging technologies in learning, 11(7), 64-69.
  • Uçar, H., & Kumtepe, A. T. (2018). Integrating Motivational Strategies Into Massive Open Online Courses (MOOCs): The Application and Administration of the Motivation Design Model. In K. Buyuk, S. Kocdar, & A. Bozkurt (Eds.), Administrative Leadership in Open and Distance Learning Programs (pp. 213-235). Hershey, PA: IGI Global.
  • Volkova, I. I. (2013). Four pillars of gamification. Middle-East J Sci Res, 13, 149-152.
  • Werbach, K. (2013). Gamification. Class Lecture, Topic:“Gamification Design Framework” Coursera.
  • Werbach, K. (2016). Gamification. Class Lecture, Topic:“Gamification Design Framework” Coursera.
  • Yılmaz, E. A. (2015). Oyunlaştırma. İstanbul; Abaküs
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc

Oyunlaştırma, Eğitim ve Kuramsal Yaklaşımlar: Öğrenme Süreçlerinde Motivasyon, Adanmışlık ve Sürdürebilirlik

Yıl 2018, Sayı: 45, 169 - 189, 15.02.2018
https://doi.org/10.21764/maeuefd.339909

Öz

Öğrenme
süreçlerinde daha etkili, verimli ve çekici deneyimler sağlayabilmenin
yollarından birisi de öğrenen motivasyonlarını arttırmak, öğrenenlerin bu
süreçlere adanmışlıklarını sağlamak ve süreçlerin sürdürülebilirliklerine
yönelik tasarımlar yapabilmekten geçmektedir. Bu doğrultuda oyunlaştırma, oyun
tasarım ilkelerini oyun dışı bağlamlara uygulayabilmeye yönelik öneriler sunan
yenilikçi bir yaklaşım olarak ortaya çıkmaktadır. Bu kapsamda bu çalışma
oyunlaştırma yaklaşımını eğitim çerçevesinde ele almakta, oyunlaştırmanın
tanımı, uygulama alanları, karakteristik özellikleri, oyuncu tipleri ve
oyunlaştırma modellerine yönelik açıklamalarda bulunmaktadır. Çalışma, ilgili
alanyazında yer alan mevcut bulguları sentezlenmekte ve oyunlaştırmayı eğitim
süreçlerinde kullanmak isteyen araştırmacı ve uygulamacılara öneriler
sunmaktadır. Bu çalışma sonucuna göre oyunlaştırma, öğrenenlerin
motivasyonlarını artırmaya yönelik stratejileri kullanarak öğrenenlerin daha
anlamlı öğrenme deneyimleri yaşayabilmelerine olanak sağlamakta, e-öğrenme
süreçlerinde öğrenenlerin adanmışlığını ve öğrenme deneyimlerinin
sürdürülebilirliğini sağlamak için kullanılabilecek bir yaklaşım olarak
değerlendirilmektedir.

Kaynakça

  • Arnold, B. J. (2014). Gamification in education. ASBBS Proceedings, 21(1), 32-39.
  • Bartle, R. “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDS.” 1996. http://www.mud.co.uk/richard/hcds.htm. adresinden erişilmiştir.
  • Bozkurt, A., & Genç-Kumtepe, E. (2014). Oyunlaştırma, Oyun Felsefesi ve Eğitim: Gamification. Akademik Bilişim 2014 (s.155-164). 5-7 Subat 2014, Mersin Üniversitesi, Mersin.
  • Bozkurt, A. (2014). Homo Ludens: Dijital oyunlar ve eğitim. Eğitim Teknolojileri Araştırmaları Dergisi, 5(1).
  • Buckley, P., & Doyle, E. (2014). Gamification and student motivation. Interactive Learning Environments, 1-14.
  • Burke, B. (2016). Gamify: How gamification motivates people to do extraordinary things. Routledge.
  • Chou, Y. K. (2015). Actionable gamification: Beyond points, badges, and leaderboards. Fremont, CA, USA: Octalysis Media.
  • Cohen, A. M. (2011). The gamification of education. The Futurist, 45(5), 16.
  • Coronado Escobar, J. E., & Vasquez Urriago, A. R. (2014). Gamification: an effective mechanism to promote civic engagement and generate trust?. In Proceedings of the 8th International Conference on Theory and Practice of Electronic Governance (pp. 514-515). ACM.
  • Coulton, P. (2015). Mobilizing gamification. In The gameful world: Approaches, issues, applications. Mit Press.
  • Çağlar, Ş., & Arkün-Kocadere, S. (2015). Çevrimiçi öğrenme ortamlarında oyunlaştırma. Eğitim Bilimleri ve Uygulama, 14(27), 83-102.
  • de Sousa Borges, S., Durelli, V. H., Reis, H. M., & Isotani, S. (2014, March). A systematic mapping on gamification applied to education. In Proceedings of the 29th Annual ACM Symposium on Applied Computing (pp. 216-222). ACM.
  • Deterding, S. (2012). Gamification: designing for motivation. Interactions, 19(4), 14-17.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM
  • Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In Part 2 - Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems (pp. 2425-2428). ACM.
  • Dicheva, D., Dichev C., Agre G., & Angelova G. (2015). Gamification in Education: A Systematic Mapping Study. Educational Technology & Society, 18(3), 75–88.
  • Doğan, E., Burmabıyık, A., & Şahin, Y. L. (2017).Öğretim süreçlerinin tasarımı bağlamında oyuncu türleri. H. F. Odabaşı, B. Akkoyunlu, A. Şişman (Edt). Eğitim Teknolojileri Okumaları 2017 (s.276-289). Sakarya: Sakarya Üniversitesi Yayınları.
  • Dragona, D. (2014). Counter-gamification: emerging tactics and practices against the rule of numbers. In Rethinking Gamification. Meson press.
  • Economou, D., Doumanis, I., Pedersen, F., Kathrani, P., Mentzelopoulos, M., & Bouki, V. (2015). Evaluation of a dynamic role-playing platform for simulations based on Octalysis gamification framework. In Intelligent Environments (Workshops) (pp. 388-395).
  • Ferrara, J. (2012). Playful Design: Creating Game Experiences in Everyday Interfaces. Brooklyn: Rosenfeld Media.
  • Froehlich, J. (2015). Gamifying green: gamification and environmental sustainability. In The gameful world: Approaches, issues, applications. Mit Press.
  • Gore, A.(2011). “Keynote Lecture”. Eighth Annual Games for Change Festival. New York.https://www.engadget.com/2011/06/20/al-gore-shares-an-incontestable-truth-games-are-the-new-normal/ adresinden erişilmiştir.
  • Güler, E. (2015). Mobil sağlık hizmetlerinde oyunlaştırma. AUAd, 1(2), 82-101
  • 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), pp. 236-245.
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. In System Sciences (HICSS), 2014 47th Hawaii International Conference on (pp. 3025-3034). IEEE.
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on instrinsic motivation, social comparison, satisfication, effort, and academic performance. Computers & Education, 80,152-161.
  • Huang, W. H. Y., & Soman, D. (2013). Gamification of education. Research Report Series: Behavioural Economics in Action, Rotman School of Management, University of Toronto.
  • Huizinga, J. (1955). Homo Ludens: A Study of the Play Element in Culture. Boston: The Beacon Press.
  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4, No. 1).
  • Huotari, K. & Hamari. J. (2012). “Defining gamification: a service marketing perspective”, In Proceedings of the 16th International Academic MindTrek Conference, October 3-5, Tampere, Finland, ACM, pp. 17-22.
  • Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
  • Kin, A. (2011). “Smart Gamification: Seven Core Concepts for Creating Compelling Experiences.” http://www.youtube.com/watch?v=F4YP-hGZTuA. adresinden erişilmiştir.
  • Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference.
  • Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward. Cambridge, MA: The Education Arcade.
  • Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188.
  • Laskowski, M., & Badurowicz, M. (2014). Gamification in higher education: a case study. In Make Learn International Conference, 25 (Vol. 27, pp. 971-975).
  • Lee, J. J. & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2).
  • Legault, N. (2015). Gamification techniques: How to apply them to e-learning. E-learning heroes.https://community.articulate.com/articles/gamification-techniqueshow-to-apply-them-to-e-learning adresinden erişilmiştir.
  • Li, W., Grossman, T., & Fitzmaurice, G. (2012). GamiCAD: a gamified tutorial system for first time autocad users. In Proceedings of the 25th annual ACM symposium on User interface software and technology (pp. 103-112). ACM.
  • Marczewski, A. (2013). Gamification: A Simple Introduction & A Bit More-Tips, advice and thoughts on gamification: self-published by Andrzej Marczewski.
  • Marczewski, A. (2015). Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design. CreateSpace Independent Publishing Platform.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
  • McLuhan, M. (1964). Understanding Media. New York. McGrew Hill.
  • Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proc. 6th International Conference on Virtual Learning ICVL (No. 42, pp. 323-329).
  • Nacke, L. E., Bateman, C., & Mandryk, R. L. (2011). BrainHex: preliminary results from a neurobiological gamer typology survey. In International Conference on Entertainment Computing (288-293). Springer Berlin Heidelberg.
  • Nicholson, S.(2012). “A User-Centered Theoretical Framework for Meaningful Gamification.” http://scottnicholson.com/pubs/meaningfulframework.pdf. adresinden erişilmiştir.
  • Poltronieri, F. A. (2014). Communicology, Apparatus, and Post-history: Vilém Flusser’s Concepts Applied to Video games and Gamification. In Rethinking Gamification. Meson press.
  • Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6.
  • Rackwitz, R. (2016). Gamification and education. https://www.slideshare.net/romrack/gamification-and-education-62128829 adresinden erişilmiştir.
  • Rapp, A.(2013). “Beyond Gamification: Enhancing User Engagement Through Meaningful Game Elements.” http://www.fdg2013.org/program/doctoral/dc10_rapp.pdf. adresinden erişilmiştir.
  • Schell, J. (2010).Ted Talk: When games invade real life. https://www.ted.com/talks/jesse_schell_when_games_invade_real_life adresinden erişilmiştir.
  • Sezgin, S. (2016). Eğitimde Oyunlaştırma Üzerine Sistematik Bir Bakış. VIII.Uluslararası Eğitim Araştırmaları Kongresi. Çanakkale Onsekiz Mart Üniversitesi. 5-8 Mayıs. Çanakkale.
  • Surendeleg, G., Murwa, V., Yun, H. K., & Kim, Y. S. (2014). The role of gamification in education a literature review. Contemporary Engineering Sciences, 7(2932), 1609-1616.
  • Turan, Z., Avinc, Z., Kara, K., & Goktas, Y. (2016). Gamification and education: Achievements, cognitive loads, and views of students. International journal of emerging technologies in learning, 11(7), 64-69.
  • Uçar, H., & Kumtepe, A. T. (2018). Integrating Motivational Strategies Into Massive Open Online Courses (MOOCs): The Application and Administration of the Motivation Design Model. In K. Buyuk, S. Kocdar, & A. Bozkurt (Eds.), Administrative Leadership in Open and Distance Learning Programs (pp. 213-235). Hershey, PA: IGI Global.
  • Volkova, I. I. (2013). Four pillars of gamification. Middle-East J Sci Res, 13, 149-152.
  • Werbach, K. (2013). Gamification. Class Lecture, Topic:“Gamification Design Framework” Coursera.
  • Werbach, K. (2016). Gamification. Class Lecture, Topic:“Gamification Design Framework” Coursera.
  • Yılmaz, E. A. (2015). Oyunlaştırma. İstanbul; Abaküs
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc
Toplam 60 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Sezan Sezgin

Aras Bozkurt

Ercan Altuğ Yılmaz Bu kişi benim

Niels Van Der Linden Bu kişi benim

Yayımlanma Tarihi 15 Şubat 2018
Gönderilme Tarihi 25 Eylül 2017
Yayımlandığı Sayı Yıl 2018 Sayı: 45

Kaynak Göster

APA Sezgin, S., Bozkurt, A., Yılmaz, E. A., Van Der Linden, N. (2018). Oyunlaştırma, Eğitim ve Kuramsal Yaklaşımlar: Öğrenme Süreçlerinde Motivasyon, Adanmışlık ve Sürdürebilirlik. Mehmet Akif Ersoy Üniversitesi Eğitim Fakültesi Dergisi(45), 169-189. https://doi.org/10.21764/maeuefd.339909

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EĞİTSEL OYUNLAR ÜZERİNE YAPILAN ULUSAL BİLİMSEL ARAŞTIRMALARIN İNCELENMESİ
Atatürk Üniversitesi Kazım Karabekir Eğitim Fakültesi Dergisi
Orhan KARAMUSTAFAOĞLU
https://doi.org/10.33418/ataunikkefd.730393