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Uzaktan Eğitimde Oyunlaştırma Kullanımı: Oyunlaştırılmış Web Tabanlı Bir Alıştırma Uygulaması

Cilt: 8 Sayı: 4 31 Ekim 2017
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The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application

Öz

One of the basic challenges in distance education is motivational issues that distance learners encounter because of the factors such as separation in time and space from teachers, other learners, and learning sources. In an effort to minimize this drawback and increase learners’ participation into learning processes by motivating distant learners, new approaches such as gamification have been integrated in distance education. Gamification is one of the motivational approaches to meet this need.  Gamification is defined as the application of game elements and digital game design techniques to non-game situations to engage and motivate people to achieve their goals. Within this perspective, this study intends to explain the use of gamification by examining, SoruKüp, a gamified web-based quiz application designed for the use of distant learners. Within this context, the research used holistic multiple-case design which is one of the qualitative research model. The research data was collected through interviews with participants who used SoruKüp application and the data was analyzed using content analysis technique. Within the perspectives of the research, it has been argued that gamification in distance education enhances the learners’ motivation, contributes to the sustainability of the learning process, and makes the learning process more fun.

Anahtar Kelimeler

Kaynakça

  1. Amriani, A., Aji, A. F., Utomo, A. Y., & Junus, K. M. (2013, October). An empirical study of gamification impact on e-Learning environment. In Computer Science and Network Technology (ICCSNT) 2013 (pp. 265-269). IEEE.
  2. Berge, Z. L., & Huang, Y. P. (2004). A Model for Sustainable Student Retention: A Holistic Perspective on the Student Dropout Problem with Special Attention to e-Learning. DeosNews, 13(5).
  3. Bozkurt, A. (2014). Homo ludens: Dijital oyunlar ve eğitim. Eğitim Teknolojileri Araştırmaları Dergisi. 5(1).
  4. 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.
  5. Creswell, J. W. (2013). Research design: Qualitative, quantitative, and mixed methods approaches. Sage Publications.
  6. Creswell, W. J. (2007). Qualitative inquiry and research design choosing among five traditions. Sage Publications.
  7. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). 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.
  8. 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.

Ayrıntılar

Birincil Dil

İngilizce

Konular

-

Bölüm

Araştırma Makalesi

Yazarlar

Yusuf Levent Şahin
ANADOLU ÜNİVERSİTESİ
Türkiye

Nejdet Karadağ Bu kişi benim
ANADOLU ÜNİVERSİTESİ
Türkiye

Aras Bozkurt Bu kişi benim
ANADOLU ÜNİVERSİTESİ
Türkiye

Ezgi Doğan
ANADOLU ÜNİVERSİTESİ
Türkiye

Hakan Kılınç
ANADOLU ÜNİVERSİTESİ
Türkiye

Serap Uğur
ANADOLU ÜNİVERSİTESİ
Türkiye

Salih Gümüş Bu kişi benim
ANADOLU ÜNİVERSİTESİ
Türkiye

Aylin Öztürk
ANADOLU ÜNİVERSİTESİ
Türkiye

Can Güler
ANADOLU ÜNİVERSİTESİ
Türkiye

Yayımlanma Tarihi

31 Ekim 2017

Gönderilme Tarihi

20 Temmuz 2017

Kabul Tarihi

30 Ekim 2017

Yayımlandığı Sayı

Yıl 2017 Cilt: 8 Sayı: 4

Kaynak Göster

APA
Şahin, Y. L., Karadağ, N., Bozkurt, A., Doğan, E., Kılınç, H., Uğur, S., Gümüş, S., Öztürk, A., & Güler, C. (2017). The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application. Turkish Online Journal of Qualitative Inquiry, 8(4), 372-395. https://doi.org/10.17569/tojqi.329742
AMA
1.Şahin YL, Karadağ N, Bozkurt A, vd. The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application. TOJQI. 2017;8(4):372-395. doi:10.17569/tojqi.329742
Chicago
Şahin, Yusuf Levent, Nejdet Karadağ, Aras Bozkurt, vd. 2017. “The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application”. Turkish Online Journal of Qualitative Inquiry 8 (4): 372-95. https://doi.org/10.17569/tojqi.329742.
EndNote
Şahin YL, Karadağ N, Bozkurt A, Doğan E, Kılınç H, Uğur S, Gümüş S, Öztürk A, Güler C (01 Ekim 2017) The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application. Turkish Online Journal of Qualitative Inquiry 8 4 372–395.
IEEE
[1]Y. L. Şahin vd., “The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application”, TOJQI, c. 8, sy 4, ss. 372–395, Eki. 2017, doi: 10.17569/tojqi.329742.
ISNAD
Şahin, Yusuf Levent - Karadağ, Nejdet - Bozkurt, Aras - Doğan, Ezgi - Kılınç, Hakan - Uğur, Serap - Gümüş, Salih - Öztürk, Aylin - Güler, Can. “The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application”. Turkish Online Journal of Qualitative Inquiry 8/4 (01 Ekim 2017): 372-395. https://doi.org/10.17569/tojqi.329742.
JAMA
1.Şahin YL, Karadağ N, Bozkurt A, Doğan E, Kılınç H, Uğur S, Gümüş S, Öztürk A, Güler C. The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application. TOJQI. 2017;8:372–395.
MLA
Şahin, Yusuf Levent, vd. “The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application”. Turkish Online Journal of Qualitative Inquiry, c. 8, sy 4, Ekim 2017, ss. 372-95, doi:10.17569/tojqi.329742.
Vancouver
1.Yusuf Levent Şahin, Nejdet Karadağ, Aras Bozkurt, Ezgi Doğan, Hakan Kılınç, Serap Uğur, Salih Gümüş, Aylin Öztürk, Can Güler. The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application. TOJQI. 01 Ekim 2017;8(4):372-95. doi:10.17569/tojqi.329742

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