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Oyunların Büyüsü Eğitimle Buluşuyor: Eğitim Programlarını Oyunlaştırma ile Zenginleştirmek

Yıl 2024, Cilt: 23 Sayı: 71, 3 - 23
https://doi.org/10.25282/ted.1591224

Öz

Bu çalışmada, oyunlaştırmanın eğitim programlarını geliştirmedeki rolü incelenmektedir. Oyunlaştırma, oyun elementleri ve tasarım tekniklerinin oyun dışı alanlara, özellikle eğitime uygulanması olarak tanımlanır. Çalışma, oyunlaştırmanın öğrenci motivasyonu, katılımı ve öğrenme çıktıları üzerindeki etkilerini değerlendirmeyi amaçlamaktadır.

Literatür taraması kapsamında, oyunlaştırmayı destekleyen eğitim teorileri (yapılandırmacılık, davranışçılık, sosyal öğrenme teorisi) ve motivasyon teorileri (öz-belirleme teorisi, akış teorisi) incelenmiştir. Oyunlaştırmanın tarihsel gelişimi ve teknolojik ilerlemelerle birlikte eğitimdeki uygulamaları ele alınmıştır. Puanlar, rozetler, liderlik tabloları gibi yaygın oyunlaştırma elementleri ve anlatı kullanımı gibi stratejiler detaylandırılmıştır.

Çalışma, oyunlaştırmanın öğrenci motivasyonunu artırdığını, katılımı teşvik ettiğini ve öğrenme çıktılarının iyileştirilmesine katkı sağladığını ortaya koymaktadır. Farklı eğitim seviyelerinde (ilköğretim, ortaöğretim, yükseköğretim) oyunlaştırmanın uygulanma biçimleri ve etkileri incelenmiştir. Teknolojik platformlar ve araçların (özel oyunlaştırma yazılımları, mobil uygulamalar, öğrenme yönetim sistemleri) oyunlaştırmanın etkinliğine nasıl katkıda bulunduğu değerlendirilmiştir.

Ayrıca, oyunlaştırmanın potansiyel dezavantajları ve sınırlamaları, etik ve kültürel bağlamlarda tartışılmıştır. Gelecekteki eğilimler arasında artırılmış gerçeklik (AR), sanal gerçeklik (VR) ve yapay zeka (AI) gibi yeni teknolojilerin entegrasyonu vurgulanmıştır.

Sonuç olarak, oyunlaştırmanın eğitim programlarını geliştirmede güçlü bir araç olduğu, ancak etkili bir uygulama için stratejik planlama, eğitici eğitimi ve teknolojik altyapının önem taşıdığı belirtilmiştir. Gelecekteki araştırmaların, oyunlaştırmanın uzun vadeli etkilerini ve farklı öğrenci grupları üzerindeki sonuçlarını daha derinlemesine incelemesi önerilmektedir.

Kaynakça

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  • 4. Surendeleg G, Murwa V, Yun HK, Kim YS. The role of gamification in education–a literature review. ces. 2014;7:1609-16.
  • 5. Ndlovu TN, Mhlongo S. An investigation into the effects of gamification on students’ situational interest in a learning environment. İçinde: 2020 IEEE Global Engineering Education Conference (EDUCON) [İnternet]. 2020. s. 1187-92. Erişim adresi: https://ieeexplore.ieee.org/document/9125264
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  • 15. Akdeniz C, Bacanlı H, Baysen E, Çakmak M, Çeliköz N, Doğruer N, vd. Learning and teaching: Theories, approaches and models. Ankara, Turkiye: Cozum [İnternet]. 2016; Erişim adresi: https://www.academia.edu/26361551/LEARNING_AND_TEACHING_Theories_Approaches_and_Models
  • 16. Yusra A, S N, Erianjoni E. A Review of Behaviorist Learning Theory and its Impact on the Learning Process in Schools. IJEDS. 2022;5(1):81-91.
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  • 38. Subhash S, Cudney EA. Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior. 2018;87:192-206.
  • 39. Huang WHY, Soman D. Gamification Of Education. Report Series: Behavioural Economics in Action. 2013;29(4):37.
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The Magic of Games Meets Education: Enriching Education Programs with Gamification

Yıl 2024, Cilt: 23 Sayı: 71, 3 - 23
https://doi.org/10.25282/ted.1591224

Öz

This study examines the role of gamification in improving educational programs. Gamification is defined as the application of game elements and design techniques to non-game domains, especially education. The study aims to evaluate the effects of gamification on student motivation, engagement and learning outcomes.

Within the scope of the literature review, educational theories (constructivism, behaviorism, social learning theory) and motivation theories (self-determination theory, flow theory) supporting gamification were examined. The historical development of gamification and its applications in education with technological advances are discussed. Common gamification elements such as points, badges, leaderboards and strategies such as the use of narrative are detailed.

The study reveals that gamification increases student motivation, encourages engagement and contributes to improved learning outcomes. The implementation and effects of gamification at different educational levels (primary, secondary, tertiary) are examined. How technological platforms and tools (specialized gamification software, mobile applications, learning management systems) contribute to the effectiveness of gamification is assessed.

Furthermore, the potential disadvantages and limitations of gamification are discussed in the context of ethical and cultural considerations. Among future trends, the integration of new technologies such as augmented reality (AR), virtual reality (VR) and artificial intelligence (AI) was highlighted.

In conclusion, gamification is a powerful tool for improving educational programs, but strategic planning, educator training and technological infrastructure are important for effective implementation. It is recommended that future research should examine the long-term effects of gamification and its outcomes on different student groups in more depth.

Kaynakça

  • 1. Li W, Liu L. An Examination of Influential Factors on Gamification in Higher Education: A Content Analysis. International Journal of Technology in Teaching and Learning. 2023;19(1):1-33.
  • 2. Kiryakova G, Angelova N, Yordanova L. Gamification in education. 2014;. 679-84.
  • 3. Christopoulos A, Mystakidis S. Gamification in Education. Encyclopedia. 2023;3(4):1223-43.
  • 4. Surendeleg G, Murwa V, Yun HK, Kim YS. The role of gamification in education–a literature review. ces. 2014;7:1609-16.
  • 5. Ndlovu TN, Mhlongo S. An investigation into the effects of gamification on students’ situational interest in a learning environment. İçinde: 2020 IEEE Global Engineering Education Conference (EDUCON) [İnternet]. 2020. s. 1187-92. Erişim adresi: https://ieeexplore.ieee.org/document/9125264
  • 6. Paľová D, Vejačka M. Implementation of Gamification Principles into Higher Education. EUROPEAN J ED RES. 15 Nisan 2022;volume-11-2022(volume-11-issue-2-april-2022):763-79.
  • 7. Erdem E, Demirel Ö. Program geliştirmede yapılandırmacılık yaklaşımı. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi. 2002;23(23).
  • 8. Pricopie V. Constructivism. İçinde: The SAGE International Encyclopedia of Mass Media and Society [İnternet]. Thousand Oaks,: SAGE Publications, Inc.; 2020. s. 377-8. Erişim adresi: https://sk.sagepub.com/reference/the-sage-encyclopedia-of-mass-media-and-society/i4881.xml
  • 9. Pascu MS, Soitu L. Constructivism, gamification, learning. Studia MSU StEd. 2023;(5(165)):10-7. 10. Rillo AG, Martínez-Carrillo BE, Castillo-Cardiel JA, Rementería-Salinas JM. Constructivism: An interpretation from medical education. IOSR J Res Method Educ. 2020;10(3):13.
  • 11. Moore J. Behaviorism. Psychol Rec. Temmuz 2011;61(3):449-63.
  • 12. Staddon JER. The SAGE Encyclopedia of Educational Research, Measurement, and Evaluation [Internet]. SAGE Publications, Inc.; 2018. Erişim adresi: https://methods.sagepub.com/reference/the-sage-encyclopedia-of-educational-research-measurement-and-evaluation
  • 13. Williams RL. The behavioral perspective in contemporary education. The Teacher Educator. 1999;35(2):44-60.
  • 14. Veranica N. Behaviorism Philosophy of Education (Doctrine and Its Influence in the Context of Modern Education. Journal of Innovation in Teaching and Instructional Media. 2024;4(2):154-60.
  • 15. Akdeniz C, Bacanlı H, Baysen E, Çakmak M, Çeliköz N, Doğruer N, vd. Learning and teaching: Theories, approaches and models. Ankara, Turkiye: Cozum [İnternet]. 2016; Erişim adresi: https://www.academia.edu/26361551/LEARNING_AND_TEACHING_Theories_Approaches_and_Models
  • 16. Yusra A, S N, Erianjoni E. A Review of Behaviorist Learning Theory and its Impact on the Learning Process in Schools. IJEDS. 2022;5(1):81-91.
  • 17. Chen Y. Understanding how educational gamification impacts users’ behavior: a theoretical analysis. Içinde: Proceedings of the 6th International Conference on Information and Education Technology [Internet]. Osaka Japan: ACM; 2018. s. 154-9. Erişim adresi: https://dl.acm.org/doi/10.1145/3178158.3178188
  • 18. Tatlıoğlu SS. Öğrenmeye Sosyal- Bilişsel Bir Bakış: Albert Bandura. Sosyoloji Notları. 2021;5(1):15-30.
  • 19. Nabavi RT. Bandura’s social learning theory & social cognitive learning theory. Theory of Developmental Psychology. 2012;1(1):1-24.
  • 20. Bayrakcı M. Sosyal Öğrenme Kurami Ve Eği̇ti̇mde Uygulanmasi. SUJEF. 2013;(14):198-210.
  • 21. Gagné M, Parker SK, Griffin MA, Dunlop PD, Knight C, Klonek FE, vd. Understanding and shaping the future of work with self-determination theory. Nat Rev Psychol. 2022;1(7):378-92.
  • 22. Gao F. Advancing Gamification Research and Practice with Three Underexplored Ideas in Self-Determination Theory. TechTrends. 2024;68(4):661-71.
  • 23. Oliveira W, Tenório K, Hamari J, Pastushenko O, Isotani S. Predicting students’ flow experience through behavior data in gamified educational systems. Smart Learn Environ. 2021;8(1):30.
  • 24. Malone TW. Toward a Theory of Intrinsically Motivating Instruction. Cognitive Science. 1981;5(4):333-69.
  • 25. Prensky M. Digital Game-Based Learning. McGraw-Hill, New York. 2001;1.
  • 26. Hamari J, Koivisto J, Sarsa H. Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. İçinde: 2014 47th Hawaii International Conference on System Sciences. 2014. s. 3025-34.
  • 27. Shortt M, Tilak S, Kuznetcova I, Martens B, Akinkuolie B. Gamification in mobile-assisted language learning: a systematic review of Duolingo literature from public release of 2012 to early 2020. Computer Assisted Language Learning. 2023;36(3):517-54.
  • 28. Dichev C, Dicheva D. Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education. 2017;14(1):9.
  • 29. Zeybek N, Saygı E. Gamification in Education: Why, Where, When, and How?—A Systematic Review. Games and Culture. 2024;19(2):237-64.
  • 30. Avsar EK. Analysis of Gamification of Education. The Online Journal of New Horizons in Education. 2017;7(1):20-3.
  • 31. Dicheva D, Dichev C, Agre G, Angelova G. Gamification in Education: A Systematic Mapping Study. Educational Technology & Society. 2015;18:75-88.
  • 32. Werbach K. (Re)Defining Gamification: A Process Approach. Içinde: Spagnolli A, Chittaro L, Gamberini L, editörler. Persuasive Technology. Cham: Springer International Publishing; 2014. s. 266-72.
  • 33. Mekler ED, Brühlmann F, Tuch AN, Opwis K. Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior. 2017;71:525-34.
  • 34. Aldemir T, Celik B, Kaplan G. A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior. 2018;78:235-54.
  • 35. Hunter D, Werbach K. For the Win: How game thinking can revolutionize your business. University of Pensylvania. 2012.
  • 36. Deterding S, Dixon D, Khaled R, Nacke L. From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011. 2011;(September):9-15.
  • 37. Oliveira W, Hamari J, Shi L, Toda AM, Rodrigues L, Palomino PT, vd. Tailored gamification in education: A literature review and future agenda. Educ Inf Technol. 2023;28(1):373-406.
  • 38. Subhash S, Cudney EA. Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior. 2018;87:192-206.
  • 39. Huang WHY, Soman D. Gamification Of Education. Report Series: Behavioural Economics in Action. 2013;29(4):37.
  • 40. Kim JT, Lee WH. Dynamical model for gamification of learning (DMGL). Multimed Tools Appl. 2015;74(19):8483-93.
  • 41. Buckley P, Doyle E. Gamification and student motivation. Interactive Learning Environments. 2016;24(6):1162-75.
  • 42. Ryan RM, Deci EL. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist. 2000;55(1):68-78.
  • 43. Kapp KM. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer; 2012; 302..
  • 44. Ibáñez MB, Delgado-Kloos C. Augmented reality for STEM learning: A systematic review. Computers & Education. 2018;123:109-23.
  • 45. Plass JL, Homer BD, Kinzer CK. Foundations of Game-Based Learning. Educational Psychologist. 2015;50(4):258-83.
  • 46. Gee J. What Video Games Have to Teach Us About Learning and Literacy. Computers in Entertainment. 2003;1:20.
  • 47. Johnson DW, Johnson RT. Cooperation and the Use of Technology. İçinde: Handbook of Research on Educational Communications and Technology. 3. bs Routledge; 2007.
  • 48. Bogost I. How to do things with videogames [İnternet]. Minneapolis: University of Minnesota Press; 2011. 180 s. (Electronic mediations). Erişim adresi: https://www.jstor.org/stable/10.5749/j.cttttmwd
  • 49. Buckley P, Doyle E. Gamification and student motivation. Interactive Learning Environments. 2016;24(6):1162-75.
  • 50. Zarzycka-Piskorz E. Kahoot it or not? Can games be motivating in learning grammar? Teaching English with Technology. 2016;16(3):17-36.
  • 51. Landers RN, Bauer KN, Callan RC. Gamification of task performance with leaderboards: A goal setting experiment. Computers in Human Behavior. 2017;71:508-15.
  • 52. Hanus MD, Fox J. Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education. 2015;80:152-61.
  • 53. Mayer RE. Computer games for learning: an evidence-based approach. Cambridge, Massachusetts: The MIT Press; 2014. 1 s.
  • 54. Vesselinov R, Grego J. Duolingo effectiveness study. City University of New York, USA [İnternet]. 2012;28(1-25). Erişim adresi: https://www.languagezen.com/pt/about/english/Duolingo_Efficacy_Study.pdf
  • 55. Moccozet L, Tardy C, Opprecht W, Leonard M. Gamification-based assessment of group work. Içinde: 2013 International Conference on Interactive Collaborative Learning (ICL) [Internet]. Kazan, Russia: IEEE; 2013. s. 171-9. Erişim adresi: http://ieeexplore.ieee.org/document/6644565/
  • 56. De Freitas S, Oliver M. How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers & Education. 2006;46(3):249-64.
  • 57. Nicholson S. A RECIPE for Meaningful Gamification. Içinde: Reiners T, Wood LC, editörler. Gamification in Education and Business [Internet]. Cham: Springer International Publishing; 2015. s. 1-20. Erişim adresi: https://link.springer.com/10.1007/978-3-319-10208-5_1
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  • 59. Selwyn N. Reconsidering Political and Popular Understandings of the Digital Divide. New Media & Society. Haziran 2004;6(3):341-62.
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  • 66. Solove DJ. A Taxonomy of Privacy. University of Pennsylvania Law Review. 2006;154(3):477-564.
  • 67. Radianti J, Majchrzak TA, Fromm J, Wohlgenannt I. A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & education. 2020;147:103778.
  • 68. Holmes W, Bialik M, Fadel C. Artificial intelligence in education promises and implications for teaching and learning [İnternet]. Center for Curriculum Redesign; 2019. Erişim adresi: https://discovery.ucl.ac.uk/id/eprint/10139722/
  • 69. Graf A. Exploring the Role of Personalization in Adaptive Learning Environments. International Journal Software Engineering and Computer Science (IJSECS). 2023;3(2):50-6.
  • 70. Shute VJ. Focus on Formative Feedback. Review of Educational Research. 2008;78(1):153-89.
  • 71. De Sousa Borges S, Durelli VHS, Reis HM, Isotani S. A systematic mapping on gamification applied to education. Içinde: Proceedings of the 29th Annual ACM Symposium on Applied Computing [Internet]. Gyeongju Republic of Korea: ACM; 2014. s. 216-22. Erişim adresi: https://dl.acm.org/doi/10.1145/2554850.2554956
  • 72. Mesko B, Győrffy Z, Kollár J. Digital Literacy in the Medical Curriculum: A Course With Social Media Tools and Gamification. JMIR Medical Education. 2015;1(2):e6.
  • 73. Burgess V, Fica A, Rojas M. Medical History Construction: Teaching with Gamification in Emergency Medicine. ICERI2021 Proceedings. 2021;2097-103.
  • 74. Walker J, Heudebert JP, Patel M, Cleveland JD, Westfall AO, Dempsey DM, vd. Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education. MedSciEduc. 2022;32(3):649-55.
  • 75. Bai S, Hew KF, Huang B. Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review. 2020;30:100322.
Toplam 74 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Tıp Eğitimi
Bölüm Derleme
Yazarlar

Egemen Şen 0000-0002-0823-2928

Hatice Şahin 0000-0002-5200-7533

Erken Görünüm Tarihi 24 Aralık 2024
Yayımlanma Tarihi
Gönderilme Tarihi 25 Kasım 2024
Kabul Tarihi 6 Aralık 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 23 Sayı: 71

Kaynak Göster

Vancouver Şen E, Şahin H. Oyunların Büyüsü Eğitimle Buluşuyor: Eğitim Programlarını Oyunlaştırma ile Zenginleştirmek. TED. 2024;23(71):3-23.