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Üç Boyutlu Sanal Ortamlarda Tarih Öğretimi: Sistematik Derleme Çalışması

Yıl 2022, , 115 - 148, 30.06.2022
https://doi.org/10.52826/mcbuefd.1039774

Öz

Bu çalışmanın amacı, 3B sanal ortamlarda tarih öğretimi ile ilgili yapılan araştırmalara ilişkin mevcut durumu ve 3B sanal ortamların tarih öğretimine katkısını ortaya koymaktır. Araştırmada sistematik derleme yöntemi kullanılmıştır. 2000-2020 yılları arasında 3B sanal ortamlarda tarih öğretimi ile ilgili yapılmış araştırmalar, çeşitli veri tabanlarında, “3B sanal dünyalar”, “3B sanal ortamlar”, “tarih eğitimi / sınıfı / tarih öğretimi”, “3B sanal tarih eğitimi” ve “tarihi yeniden canlandırma” Türkçe ve İngilizce anahtar kelimeleri ile taratılmış ve içerikleri kontrol edilerek dahil edilme ve hariç tutulma işlemleri eşliğinde seçilmiştir. Sonuçta araştırmanın konusuna ve amacına uygun olabilecek 6 tam metin bildiri, 7 makale ve 1 tez çalışması tespit edilmiştir. Çalışmaların çoğunluğunda mekân tasarımlarının yanında dönem kıyafetleri ile tasarlanmış karakterlerin, tarihsel bir olayı yeniden canlandırması ele alınmıştır. 3B sanal ortamlarda tarih öğretimi esnasında, ortamla alakalı memnuniyet, öğrenci başarısı gibi değişkenlerin incelendiği ve olumlu sonuçlar alındığı görülmüştür. Bunun yanı sıra, bir ekip ile yürütülen öğretim uygulamalarının çok iyi planlanması gerektiği belirlenmiştir. Araştırma sonucunda, 3B sanal ortamlarda tarih öğretimine ilişkin gelecek araştırmalara yönelik öneriler sunulmuştur.

Destekleyen Kurum

Tübitak

Proje Numarası

118K134 Nolu Tübitak 1001 projesi

Kaynakça

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  • Dikyol, D. Ç., & İşbilen, E. Ş. (2019). Tarih Öğretiminde Yeni Bir Kavram: Sanal Tarihsel Mekân. Toplum Bilimleri Dergisi, (25), 233-248.
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  • A6. Bogdanovych, A., Ijaz, K., & Simoff, S. (2012, September). The city of uruk: teaching ancient history in a virtual world. In International Conference on Intelligent Virtual Agents (pp. 28-35). Springer, Berlin, Heidelberg.
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  • A10. Morgan, E. J., (2013). “Virtual worlds: Integrating Second Life into the history classroom, society for history education”, The History Teacher, 46(4), 547-559.
  • A11. Ijaz, K., Bogdanovych, A., & Trescak, T. (2017). Virtual worlds vs books and videos in history education. Interactive Learning Environments, 25(7), 904-929.
  • A12. Kennedy, S., Dow, L., Oliver, I. A., Sweetman, R. J., Miller, A. H. D., Campbell, A., ... & Fawcett, R. (2012). Living history with Open Virtual Worlds: Reconstructing St Andrews Cathedral as a stage for historic narrative. Proceedings of the 2nd European Immersive Education Summit.
  • A13. Hsieh, P., Wub, Y., & Mac, F. (2010, December). A study of visitor’s learning needs and visit satisfaction in real and second life museums. In Workshop Proceedings of the 18th International Conference on Computers in Education (pp. 248-255).
  • A14. Earle, N., & Hales, S. (2009). Pompeii in the crystal palace: comparing victorian and modern virtual, immersive environments. Electronic Visualisation and the Arts (EVA 2009), 37-46.

History Teaching in 3 Dimensional Virtual Environments: Systematic Review

Yıl 2022, , 115 - 148, 30.06.2022
https://doi.org/10.52826/mcbuefd.1039774

Öz

This study aims to reveal the current status of the studies related to teaching history in 3D virtual environments and the contribution of such environments to teaching history. Systematic review method was used in the study. The studies on history teaching in 3D virtual environments, which were conducted between the years 2000-2020, were reviewed in various databases by the use of Turkish and English keywords “3D virtual world”, “3D virtual environment”, “history education / classroom / history teaching or history of teaching”, “3D virtual history education”, and “historical revival”, and they were excluded or included after their content were studied. As a result; 6 full-text conference papers, 7 articles, and 1 thesis were detected. While it was seen that a historical environment was designed in all studies, it was observed in the majority of the studies that the characters in period clothing were also depicted reenacting a historical context as well as the historical environment design. During history teaching in 3D virtual environments, positive results were obtained when the variables such as satisfaction related to the environment design and students' success were studied. Moreover, it was detected that the meticulously selected team members and teaching practices should be included in a decent plan and conducted accordingly. As a result of the study, recommendations for prospective studies related to history teaching in 3D virtual environments were made.

Proje Numarası

118K134 Nolu Tübitak 1001 projesi

Kaynakça

  • Baber, T.C. (2011). The online crit: The community of ınquiry meets design education, The Journal of Distance Education, 25(1), 1-16.
  • Bainbridge, W. S. (2007). The scientific research potential of virtual worlds. Science, 317(5837), 472- 476.
  • Baydaş, O., Karakuş, T., Topu, F. B., Yılmaz, R., Öztürk, M. E., & Göktaş, Y. (2015). Retention and flow under guided and unguided learning experience in 3D virtual worlds. Computers in Human Behavior, 44, 96-102.
  • Bertacchini, F.,Tavernise, A., 2013. NetConnect Virtual Worlds Results of a Learning Experience, Virtual Worlds in Online and Distance Education. Eds. Gregory,S., Lee, M. J. W., Dalgarno, B. , Tynan B., Virtual Worlds in Online and Distance Education. Australia: Athabasca University Press.
  • Bezir, Ç. (2012). Second Life Ortamında Tasarlanan Yabancı Dil Eğitimi: Öğretmen-öğrenci ve Ortam Etkileşimi Doctoral Dissertation, DEÜ Eğitim Bilimleri Enstitüsü.
  • Bogdanovych, A., Ijaz, K., & Simoff, S. (2012, September). The City Of Uruk: Teaching Ancient History In A Virtual World. In International Conference on Intelligent Virtual Agents (pp. 28-35). Springer, Berlin, Heidelberg.
  • Bouhnik, D., & Marcus, T. (2006). Interaction in distance-learning courses. Journal of the American Society Information Science and Technology, 57(3), 299–305.
  • Bulu, S. T., İşler, V. 2011. Second Life ODTÜ Kampüsü. Akademik Bilişim 2011, 2-4 Şubat 2011, İnönü Üniversitesi, Malatya, Türkiye.
  • Czepielewski, S., Christodoulopoulou, C., Kleiner, J., Mirinaviciute, W., & Valencia, E. (2011). Virtual 3D tools in online language learning. Learning a Language in Virtual Worlds, 7.
  • Çınar, N. (2021). İyi Bir Sistematik Derleme Nasıl Yazılmalı?. Online Türk Sağlık Bilimleri Dergisi, 6(2), 310-314.
  • Çoban, M., & Göktaş, Y. (2013). Üç boyutlu sanal dünyalarda öğretim materyalleri geliştiren tasarımcıların karşılaştıkları sorunlar. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 9(2), 275-287.
  • Damar, M., (2021). Metaverse ve Eğitim Teknolojileri. T. Talan (Ed.),Eğitimde dijitalleşme ve yeni yaklaşımlar (s. 169-192). İstanbul: Efe Akademi.
  • Demircioğlu, İ. H. (2006). Lise Öğrencilerinin Tarih Dersinin Amaçlarına Yönelik Görüşleri. Türk Eğitim Bilimleri Dergisi, 4(2), 153-164.
  • Dikyol, D. Ç., & İşbilen, E. Ş. (2019). Tarih Öğretiminde Yeni Bir Kavram: Sanal Tarihsel Mekân. Toplum Bilimleri Dergisi, (25), 233-248.
  • Dinçer, G.D. (2008). Sanal dünyaların uzaktan eğitim danışmanlık hizmetlerinde kullanımı: Second Life örneği. Yüksek Lisans Tezi. Anadolu Üniversitesi. Sosyal Bilimler Enstitüsü, Eskişehir.
  • Dinçer, S. (2018). Eğitim bilimleri araştırmalarında içerik analizi: Meta-analiz, meta-sentez, betimsel içerik analizi. Bartın Üniversitesi Eğitim Fakültesi Dergisi, 7(1), 176-190.
  • Dori, Y. J., & Belcher, J. (2005). Learning electromagnetism with visualizations and active learning. In Visualization in science education (pp. 187-216). Springer, Dordrecht.
  • Earle, N., & Hales, S. (2009). Pompeii in the crystal palace: Comparing victorian and modern virtual, immersive environments. Electronic Visualisation and the Arts (EVA 2009), 37-46.
  • 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.
  • Fineschi, A., & Pozzebon, A. (2015, December). A 3D virtual tour of the Santa Maria della Scala Museum Complex in Siena, Italy, based on the use of Oculus Rift HMD. In 2015 International Conference on 3D Imaging (IC3D) (pp. 1-5). IEEE.
  • Goo, J. J., Park, K. S., Lee, M., Park, J., Hahn, M., Ahn, H., & Picard, R. W. (2006, April). Effects of guided and unguided style learning on user attention in a virtual environment. In International Conference on Technologies for E-Learning and Digital Entertainment (pp. 1208-1222). Springer, Berlin, Heidelberg.
  • Hsieh, P., Wub, Y., & Mac, F. (2010, December). A study of visitor’s learning needs and visit satisfaction in real and second life museums. In Workshop Proceedings of the 18th International Conference on Computers in Education (pp. 248-255).
  • Hwang, W-Y., & Hu, S-S. (2013). Analysis of peer learning behaviors using multiple representations in virtual reality and their impacts on geometry problem solving. Computers & Education, 62, 308-319.
  • Ijaz, K., Bogdanovych, A., & Trescak, T. (2017). Virtual worlds vs books and videos in history education. Interactive Learning Environments, 25(7), 904-929.
  • 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), 44-64.
  • İlic, U., 2013. Yabancı dil öğretiminde üç boyutlu sanal dünyalar uygulaması, Yüksek Lisans Tezi, Ege Üniversitesi, Fen Bilimleri Enstitüsü, İzmir.
  • Jarmon, L., Traphagan, T., Mayrath, M., Trivedi, A. 2009. “Virtual world teaching, experiential learning, and assessment: an interdisciplinary communication course in Second Life”, Computers & Education, 53(1), 169-182.
  • Jestice, R. (2010). Learning in virtual worlds: Results from two studies. (Doctoral dissertation). Binghamton University.
  • Kennedy, S., Dow, L., Oliver, I. A., Sweetman, R. J., Miller, A. H. D., Campbell, A., ... & Fawcett, R. (2012). Living history with Open Virtual Worlds: Reconstructing St Andrews Cathedral as a stage for historic narrative. Proceedings of the 2nd European Immersive Education Summit.
  • Keskitalo, T., Pyykkö, E., Ruokamo, H. (2011). “Exploring the meaningful learning of students in Second Life”, Educational Technology & Society, 14(1), 16–26.
  • Kirriemuir, J. (2009). Virtual world activity in UK universities and colleges: An academic year of expectation. Snapshot7: Winter 2009, Virtual World Watch.
  • Klopfer, E., & Squire, K. (2008). Environmental Detectives—the development of an augmented reality platform for environmental simulations. Educational technology research and development, 56(2), 203- 228.
  • Koçak, Ö., Yılmaz, T. K., Göktaş, Y. (2018). Bir Öğrenme Ortamı Olarak Sanal Dünyaların Tasarımında Karşılaşılan Pedagojik Zorluklar. Eğitim Teknolojisi Kuram ve Uygulama, 8(2), 157-170.
  • Larmore, R., Knaus, M., Dascalu, S., & Harris, F. C. (2005, May). Virtual environment for on-campus orientation. In Proceedings of the 2005 International Symposium on Collaborative Technologies and Systems, 2005. (pp. 259-266). IEEE.
  • Lasserson, T. J., Thomas, J., & Higgins, J. P. (2019). Starting a review. Cochrane handbook for systematic reviews of interventions, 1-12.
  • Lim, T., Lee, S., & Ke, F. (2017). Integrating music into math in a virtual reality game: Learning fractions. International Journal of Game-Based Learning, 7(1), 57-73.
  • Liaw, S. S., Huang, H. M., & Chen, G. D. (2007). Surveying instructor and learner attitudes toward e- learning. Computers and Education, 49(4), 1066–1080.
  • Lim, T., Lee, S., & Ke, F. (2017). Integrating music into math in a virtual reality game: Learning fractions. International Journal of Game-Based Learning, 7(1), 57-73.
  • Lowe, R. (1994) "Three UK Case Studies in Virtual Reality". Virtual Reality World, April, pp. 51-54.
  • Mayer, R. E. (2004). Should there be a three-strikes rule against pure discovery learning?. American psychologist, 59(1), 14-19.
  • Metcalf, S., Kamarainen, A., Tutwiler, M. S., Grotzer, T., & Dede, C. (2011). Ecosystem science learning via multi-user virtual environments. International Journal of Gaming and Computer-Mediated Simulations. 3(1), 86-90.
  • Mørch, A.I., Mifsud, L. and Eie, S. (2019), “Developing a model of collaborative learning with Minecraft for social studies classrooms using role-play theory and practice”, Proceedings of CSCL 2019, International Society of the Learning Sciences, Lyon, Vol. 1, pp. 272-279.
  • Morgan, E. J., 2013. “Virtual worlds: Integrating Second Life into the history classroom, society for history education”, The History Teacher. 46(4), 547-559.
  • Munn, Z., Peters, M.D.J., Stern, C., Tufanaru, C., Mcarthur, A., Aromataris, E. (2018). Systematic review or scoping review? guidance for authors when choosing between a systematic or scoping review approach. BMC Medical Research Methodology, 18 (143), DOI: 10.1186/S12874-018-0611.
  • Nguyen, N. H. (2020). Simulating the Generative Process of Urban Form: An Application Using OpenSim. Journal of Planning Education and Research, 40(4), 393-404.
  • PRISMA (2020). Preferred reporting items for systematic reviews and meta-analyses. http://www.prisma-statement.org/.
  • Polat, S., & Ay, O. (2016). Meta-sentez: Kavramsal bir çözümleme. Eğitimde Nitel Araştırmalar Dergisi, 4(2), 52-64.
  • Ragan, E. D. (2013). Supporting Learning through Spatial Information Presentations in Virtual Environments (Doctoral dissertation, Virginia Tech).
  • Reisoğlu, İ. (2014). 3B sanal öğrenme ortamlarında öğretimsel, sosyal ve bilişsel buradalık. Doktora tezi. Atatürk Üniversitesi. Eğitim Bilimleri Enstitüsü, Erzurum.
  • Reisoğlu, İ., & Koçak, Ö., (2017). 3B sanal öğrenme ortamlarının eğitimde kullanımı: Karşılaştırmalı analiz. Y. Göktaş (Ed.), 3 boyutlu sanal dünyaların eğitimde kullanımı. içinde (s. 105-130). Ankara: Pegem.
  • Ryoo, J., Techatassanasoontorn, A., Lee, D., & Lothian, J. (2011, June). Game-based infoSec education using OpenSim. In Proceedings of the 15th Colloquium for Information systems security Education (pp. 101-106). Fairborn, OH: CreateSpace Independent Publishing Platform.
  • Terzioğlu, F. (2012). 3D sanal dünyaların yapı tasarımı eğitiminde kullanılması, Yüksek Lisans Tezi, Süleyman Demirel Üniversitesi, Fen Bilimleri Enstitüsü, Isparta.
  • Tokel, S.T., & Topu, F. B., (2016). 3 Boyutlu sanal dünyalar. K. Çağıltay & Y. Göktaş (Ed.), Öğretim Teknolojilerinin Temelleri. Ankara: Pegem. içinde (s. 825-844). Ankara: Pegem.
  • Tokel, S.T., & Topu, F. B., (2017). 3B sanal dünyalar ve kullanım alanları. Y. Göktaş (Ed.), 3 boyutlu sanal dünyaların eğitimde kullanımı. içinde (s. 1-24). Ankara: Pegem.
  • Wang, C. X., 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.
  • Warburton, S. (2009). Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British journal of educational technology, 40(3), 414- 426.
  • Walsh, D., & Downe, S. (2005). Meta‐synthesis method for qualitative research: a literature review. Journal of Advanced Nursing, 50(2), 204-211.
  • Yıldız, A. (2014). Opensimulator ile 3B sanal kampüs, sanal sınıf tasarımı ve uygulanması, Yüksek Lisans Tezi, Karadeniz Teknik Üniversitesi, Eğitim Bilimleri Enstitüsü, Trabzon.
  • Yılmaz, R. M., Karaman, A., Karakuş, T., Göktaş, Y. (2014). İlköğretim öğrencilerinin 3 boyutlu sanal öğrenme ortamlarına yönelik tutumları: Second life örneği. Ege Eğitim Dergisi, 15(2), 538-555.
  • Yılmaz. R. M., (2017). 3B sanal öğrenme ortamlarında etkileşim. Y. Göktaş (Ed.), 3 boyutlu sanal dünyaların eğitimde kullanımı. içinde (s. 71-84). Ankara: Pegem.
  • Yılmaz, K. Y. (2021). Sosyal bilimlerde ve eğitim bilimlerinde sistematik derleme, meta değerlendirme ve bibliyometrik analizler. Manas Sosyal Araştırmalar Dergisi, 10(2), 1457-1490.
  • Zamora-Musa, R., Velez, J. ve Paez-Logreira, H. (2018). Bir 3B miras turunda öğrenilebilirliğin değerlendirilmesi. Durum: Teleoperatörler ve Sanal Ortamlar, 26 (4), 366-377.
  • Zhao, H., Sun, B., Wu, H., & Hu, X. (2010, November). Study on building a 3D interactive virtual learning environment based on OpenSim platform. In 2010 International Conference on Audio, Language and Image Processing (pp. 1407-1411). IEEE.
  • Araştırmada İncelenen Çalışmalar: A1. Mørch, A.I., Mifsud, L. and Eie, S. (2019a), “Developing a model of collaborative learning with Minecraft for social studies classrooms using role-play theory and practice”, Proceedings of CSCL 2019, International Society of the Learning Sciences, Lyon, Vol. 1, pp. 272-279.
  • A2. Prasolova-Førland, E., & Hov, O. Ø. (2010). Eidsvoll 1814: Teaching History In 3D Collaborative Virtual Environments. Internet Technologies & Society (ITS 2010), 181-188.
  • A3. Zamora-Musa, R., Vélez, J., & Paez-Logreira, H. (2018). Evaluating learnability in a 3D heritage tour. Presence: Teleoperators and Virtual Environments, 26(4), 366-377.
  • A4. Falconer, L. (2017). Experiencing sense of place in virtual and physical Avebury. Personal and Ubiquitous Computing, 21(6), 977-988.
  • A5. Nguyen, N. H. (2020). Simulating the Generative Process of Urban Form: An Application Using OpenSim. Journal of Planning Education and Research, 40(4), 393-404.
  • A6. Bogdanovych, A., Ijaz, K., & Simoff, S. (2012, September). The city of uruk: teaching ancient history in a virtual world. In International Conference on Intelligent Virtual Agents (pp. 28-35). Springer, Berlin, Heidelberg.
  • A7. Kim, M. H. (2013). Working collaboratively in virtual learning environments: Using Second Life with Korean High School students in history class (Doctoral dissertation). Teachers College, Columbia University.
  • A8. Pujol-Tost, L. (2019). Did We Just Travel to the Past? Building and Evaluating With Cultural Presence Different Modes of VR-Mediated Experiences in Virtual Archaeology. Journal on Computing and Cultural Heritage (JOCCH), 12(1), 1-20.
  • A9. Bani, M., Ciregia, E., Genovesi, F., Salvatori, E., Rapisarda, B., & Simi, M. (2008). Learning by creating historical buildings in Second Life. Interaction Design and Architecture(s) Journal, 3, 113-116.
  • A10. Morgan, E. J., (2013). “Virtual worlds: Integrating Second Life into the history classroom, society for history education”, The History Teacher, 46(4), 547-559.
  • A11. Ijaz, K., Bogdanovych, A., & Trescak, T. (2017). Virtual worlds vs books and videos in history education. Interactive Learning Environments, 25(7), 904-929.
  • A12. Kennedy, S., Dow, L., Oliver, I. A., Sweetman, R. J., Miller, A. H. D., Campbell, A., ... & Fawcett, R. (2012). Living history with Open Virtual Worlds: Reconstructing St Andrews Cathedral as a stage for historic narrative. Proceedings of the 2nd European Immersive Education Summit.
  • A13. Hsieh, P., Wub, Y., & Mac, F. (2010, December). A study of visitor’s learning needs and visit satisfaction in real and second life museums. In Workshop Proceedings of the 18th International Conference on Computers in Education (pp. 248-255).
  • A14. Earle, N., & Hales, S. (2009). Pompeii in the crystal palace: comparing victorian and modern virtual, immersive environments. Electronic Visualisation and the Arts (EVA 2009), 37-46.
Toplam 77 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Alan Eğitimleri
Bölüm Derlemeler
Yazarlar

Şenay Aydın 0000-0002-0118-4097

Sümeyye Bayraktar Fırıncı Bu kişi benim 0000-0001-6112-0143

Esra Keleş 0000-0002-8924-1657

Proje Numarası 118K134 Nolu Tübitak 1001 projesi
Yayımlanma Tarihi 30 Haziran 2022
Gönderilme Tarihi 22 Aralık 2021
Yayımlandığı Sayı Yıl 2022

Kaynak Göster

APA Aydın, Ş., Bayraktar Fırıncı, S., & Keleş, E. (2022). Üç Boyutlu Sanal Ortamlarda Tarih Öğretimi: Sistematik Derleme Çalışması. Manisa Celal Bayar Üniversitesi Eğitim Fakültesi Dergisi, 10(1), 115-148. https://doi.org/10.52826/mcbuefd.1039774