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The Role of Gamification as a Learning Tool on Health Literacy in the Digital Age

Yıl 2022, Cilt: 7 Sayı: 14, 262 - 285, 30.01.2022
https://doi.org/10.37679/trta.960815

Öz

Wearable technologies, telemedicine, m-health, e-health, 3D printers are just a few of the developments in the field of health. While these developments in the field of health provide convenience to health workers who provide health services, they also provide the opportunity to raise awareness of the society in terms of preventing diseases. Considering that people from all walks of life use digital technology today, it is unthinkable for all these developments to be separate from the field of health literacy. Considering the low level of health literacy in many societies, studies have shown that digital health has a significant potential to increase this level. Within the scope of the study, Turkish and English literature review was conducted using the keywords "game", "gamification", "health literacy", "digital tools". The obtained articles were examined, and the positive and negative roles of gamification practices in the field of health on health literacy were revealed. After the study, it was determined that positive results could be obtained with gamification practices, such as quitting smoking, fighting obesity, exercising regularly, preparing a balanced diet plan, complying with hygiene rules, and brushing teeth. Issues such as the difficulty of adapting people from all walks of life to digital tools, the concern that it will increase digital addiction, and the lack of internet and technology infrastructure are among the problems that are seen as negative. In this context, gamification in the field of health can be considered as an important tool to support and maintain a positive permanent change in the health behaviors of individuals. In the context of the literature review and the results of the researches, it can be stated that gamification in the field of health will improve the ability to understand and comprehend, which is the basis of health literacy, although there are negative aspects.

Kaynakça

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  • Asi, Y. M.,& Williams, C. (2017). The Role of Digital Health in Making Progress toward Sustainable Development Goal (SDG) 3 in Conflict-affected Populations. International Journal of Medicalin Formatics, (114): 114-120.
  • Bamidis, P.D.,Gabarron, E., Hors-Fraile, S., Konstantinidis, E., Konstandinidis, S., &Rivera, O. (2016). Gamification and Behavioral Change: Techniques for Health Social Media, Participatory Health Through Social Media (Ed. Shabbir Syed-Abdul, Elia Gabarron and Annie Y.S. Lau), Chapter 7, pp. 112-135. Academic Press.
  • Bassi, A., Arfin, S., John, O., & Jha, V. (2020). An Overview Of Mobile Applications (Apps) To Support The Coronavirus Disease 2019 Response In India. Indian Journal of Medical Research, 151 (5): 468-473.
  • Blumenthal, D. (2017). Data Withholding in the Age of Digital Health. The Milbank Quarterly, 95(1): 15-18.
  • Bonato, P. (2010). Advances in Wearable Technology and its Medical Applications. Paper Presented at the Engineering in Medicine and Biology Society (EMBC), 2021-4.
  • Bottorff, J. L.,Struik, L. L., Bissell, L. J. L., Graham, R., Stevens, J. &Richardson, C. G. (2014). A Social Media Approach to Inform Youth About Breast Cancer and Smoking: An Exploratory Descriptive Study. Collegian, 21 (2): 159-168.
  • Broderick, M., & Smaltz, D. H. (2003). E-Health Defined. Symposium Conducted at the Meeting of the Proceedings of Student Research Day, CSIS, Pace University, May 9th, New York, NY.
  • Buckley, P., & Doyle, E. (2016). Gamification and Student Motivation. Interactive Learning Environments, 24(6):1162-1175.
  • Chen, C.H., Liu, G.Z., & Hwang, G.J. (2016). Interaction Between Gaming and Multistage Guiding Strategies on Students Field Trip Mobile Learning Performance and Motivation. British Journal of Educational Technology, 47(6): 1032-1050.
  • Cimasi, R.J., Sharamitaro, A.P., &Seiler, R.A. (2013). The Association between Health Literacy and Preventable Hospitalizations in Missouri: Implications in an Era of Reform. Journal of Health Care Finance, 40(2): 1-16.
  • Dodziuk, H. (2016). Applications of 3D Printing in Healthcare. Kardiochirurgia Torakochirurgia Polska Polish Journal of Thoracic and Cardiovascular Surgery, 13(3): 283-293.
  • 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 (1): 380-392.
  • Dorsey, E. R. & Topol, E. J. (2016). State of Telehealth. New England Journal of Medicine, 375(2): 154-161.
  • Eichler, K.,Wieser, S., & Brügger, U. (2009). The Costs of Limited Health Literacy: ASystematic Review. International Journal of Public Health, (549): 313-324.
  • Eke, E., Kişi, M. & Uğurluoğlu, D. (2019). E-sağlık Uygulamalarının Farkındalığına Yönelik Bir Araştırma. Mehmet Akif Ersoy Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 6(2): 510-522.
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  • Ezezika, O., Oh, J., Edeagu, N., & Boyo, W. (2018). Gamification of Nutrition: A Preliminary Study on the Impact of Gamification on Nutrition Knowledge, Attitude and Behaviour of Adolescents in Nigeria. Nutrition and Health, 24(3): 137–144.
  • Freedman, D.A., Bess, K.D., Tucker, H.A., Boyd, D.L., Tuchman, A.M., & Wallston, K.A. (2009). Public Health Literacy Defined. American Journal of Preventive Medicine, 36(5): 446–451.
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Dijital Çağda Öğrenme Aracı Olarak Oyunlaştırmanın Sağlık Okuryazarlığı Üzerindeki Rolü

Yıl 2022, Cilt: 7 Sayı: 14, 262 - 285, 30.01.2022
https://doi.org/10.37679/trta.960815

Öz

Dijital teknoloji her alanda olduğu gibi sağlık alanında da büyük bir gelişim göstermektedir. Giyilebilir teknolojiler, teletıp, m-sağlık, e-sağlık, 3D yazıcılar sağlık alanında yaşanılan birkaç gelişmeden bazılarıdır. Sağlık alanında yaşanan bu gelişmeler sağlık hizmeti sunan sağlık çalışanlarına kolaylık sağlarken, hastalıkları önleme anlamında da toplumu bilinçlendirme imkânı sunmaktadır. Günümüzde özellikle her kesimden insanın dijital teknolojiyi kullandığı göz önüne alındığında tüm bu gelişmelerin sağlık okuryazarlığı alanından ayrı olması düşünülemez. Birçok toplumda sağlık okuryazarlığı seviyesinin düşüklüğü dikkate alındığında dijital sağlığın bu seviyeyi yükseltmeye yönelik önemli bir potansiyeli olduğu yapılan araştırmalarla ortaya konulmuştur. Çalışma kapsamında "oyun", "oyunlaştırma", "sağlık okuryazarlığı", "dijital araçlar" anahtar kelimeleri kullanılarak Türkçe ve İngilizce literatür taraması yapılmıştır. Elde edilen makaleler incelenmiş, sağlık alanında oyunlaştırma uygulamalarının sağlık okuryazarlığına olumlu ve olumsuz yöndeki rolü ortaya konulmuştur. Çalışma sonrasında oyunlaştırma uygulamaları ile örneğin sigarayı bırakma, obezite ile mücadele etme, düzenli egzersiz yapma, dengeli beslenme planı hazırlama, hijyen kurallarına uyma, diş fırçalama gibi konularda olumlu sonuçlar alınabileceği belirlenmiştir. Her kesimden insanın dijital araçlara uyumunun zorluğu, dijital bağımlılığı artıracağı endişesi, internet ve teknoloji altyapı yetersizliği gibi konular da olumsuz olarak görülen sorunların başında gelmektedir. Bu bağlamda sağlık alanında oyunlaştırma, bireylerin sağlık davranışlarında olumlu yönde bir kalıcı değişikliği desteklemek ve sürdürmek adına önemli bir araç olarak kabul edilebilir. Literatür taraması ve yapılan araştırmaların sonuçları bağlamında sağlık alanında oyunlaştırmanın olumsuz yönleri olsa da sağlık okuryazarlığının temelini oluşturan anlayabilme ve kavrayabilme yeterliliğini geliştireceği ifade edilebilir.

Kaynakça

  • Ajami, S., & Bagheri-Tadi, T. (2013). Barriers for Adopting Electronic Health Records (EHRs) by Physicians. ActaInformatica Medica, 21(2): 129-134.
  • Andreassen, H. K.,Bujnowska-Fedak, M. M., Chronaki, C. E., Dumitru, R. C., Pudule, I.,Santana, S., Voss, H., &Wynn, R. (2007). European Citizens' Use of E-health Services: A Study of Seven Countries. BMC Public Health, 7(1): 53.
  • Asi, Y. M.,& Williams, C. (2017). The Role of Digital Health in Making Progress toward Sustainable Development Goal (SDG) 3 in Conflict-affected Populations. International Journal of Medicalin Formatics, (114): 114-120.
  • Bamidis, P.D.,Gabarron, E., Hors-Fraile, S., Konstantinidis, E., Konstandinidis, S., &Rivera, O. (2016). Gamification and Behavioral Change: Techniques for Health Social Media, Participatory Health Through Social Media (Ed. Shabbir Syed-Abdul, Elia Gabarron and Annie Y.S. Lau), Chapter 7, pp. 112-135. Academic Press.
  • Bassi, A., Arfin, S., John, O., & Jha, V. (2020). An Overview Of Mobile Applications (Apps) To Support The Coronavirus Disease 2019 Response In India. Indian Journal of Medical Research, 151 (5): 468-473.
  • Blumenthal, D. (2017). Data Withholding in the Age of Digital Health. The Milbank Quarterly, 95(1): 15-18.
  • Bonato, P. (2010). Advances in Wearable Technology and its Medical Applications. Paper Presented at the Engineering in Medicine and Biology Society (EMBC), 2021-4.
  • Bottorff, J. L.,Struik, L. L., Bissell, L. J. L., Graham, R., Stevens, J. &Richardson, C. G. (2014). A Social Media Approach to Inform Youth About Breast Cancer and Smoking: An Exploratory Descriptive Study. Collegian, 21 (2): 159-168.
  • Broderick, M., & Smaltz, D. H. (2003). E-Health Defined. Symposium Conducted at the Meeting of the Proceedings of Student Research Day, CSIS, Pace University, May 9th, New York, NY.
  • Buckley, P., & Doyle, E. (2016). Gamification and Student Motivation. Interactive Learning Environments, 24(6):1162-1175.
  • Chen, C.H., Liu, G.Z., & Hwang, G.J. (2016). Interaction Between Gaming and Multistage Guiding Strategies on Students Field Trip Mobile Learning Performance and Motivation. British Journal of Educational Technology, 47(6): 1032-1050.
  • Cimasi, R.J., Sharamitaro, A.P., &Seiler, R.A. (2013). The Association between Health Literacy and Preventable Hospitalizations in Missouri: Implications in an Era of Reform. Journal of Health Care Finance, 40(2): 1-16.
  • Dodziuk, H. (2016). Applications of 3D Printing in Healthcare. Kardiochirurgia Torakochirurgia Polska Polish Journal of Thoracic and Cardiovascular Surgery, 13(3): 283-293.
  • 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 (1): 380-392.
  • Dorsey, E. R. & Topol, E. J. (2016). State of Telehealth. New England Journal of Medicine, 375(2): 154-161.
  • Eichler, K.,Wieser, S., & Brügger, U. (2009). The Costs of Limited Health Literacy: ASystematic Review. International Journal of Public Health, (549): 313-324.
  • Eke, E., Kişi, M. & Uğurluoğlu, D. (2019). E-sağlık Uygulamalarının Farkındalığına Yönelik Bir Araştırma. Mehmet Akif Ersoy Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 6(2): 510-522.
  • El-Hilly, A.A.,Iqbal, S.S., Ahmed, M., Sherwani, Y., Muntasir, M., Siddiqui, S., Al-Fagih, Z., Usmani, O., & Eisingerich, A.B. (2016). Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study. JMIR Serious Games, 4(2): 1-13.
  • Ezezika, O., Oh, J., Edeagu, N., & Boyo, W. (2018). Gamification of Nutrition: A Preliminary Study on the Impact of Gamification on Nutrition Knowledge, Attitude and Behaviour of Adolescents in Nigeria. Nutrition and Health, 24(3): 137–144.
  • Freedman, D.A., Bess, K.D., Tucker, H.A., Boyd, D.L., Tuchman, A.M., & Wallston, K.A. (2009). Public Health Literacy Defined. American Journal of Preventive Medicine, 36(5): 446–451.
  • Fuchs, P., Moreau, G., & Guitton, P. (2011). Virtual Reality: Concepts and Technologies(1 st ed.). Leiden: CRC Press, Inc.
  • Gallan, A., Jarvis, C., Brown, S. & Bitner, M.(2013). Customer Positivity and Participationin Services: An Empirical Test in a Health Care Context. Journal of the Academy of Marketing Science, 41(3): 338-356.
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  • Joy, M.M.& Chiramel, M.J. (2017). Fun is the Future: A Collection of CompellingGamification Success Stories. Educreation Publishing, https:// play.google.com/books/ reader?id=UU0oDwAAQBAJ&hl=tr&pg=GBS.PR4.
  • Juárez, G. H., & Carballo, M. M. (2016). Learning Gains, Motivation and Learning Styles in a Gamified Class. The International Journal of Engineering Education, 32(1): 438-447.
  • Juul, J. (2003). The Game, the Player, the World: Looking for a Heart of Gameness. In Level Up: Digital Games Research Conference Proceedings. Edited by Marinka Copier and Joost Raessens, Utrecht: Utrecht University, Hollanda.
  • Kanj, M. & Mitic, W. (2009). Health Literacy and Health Behaviour. World Health Organization. http://www.who. int / healthpromotion/conferences/7gchp / Track1_Inner. pdf. (02.04.2020).
  • Kapp, K. M. (2012). The Gamification Of Learning and Instruction: Game-based Methods and Strategies for Training and Education. San Francisco, CA: John Wiley ve Sons.
  • Kara, N., & Karanfiloğlu, M. (2020). İletişimin Dijitalleşmesi: Pandemi (COİD-19) ve Enformasyon Teknolojileri. AJIT-e: Bilişim Teknolojileri Online Dergi, 11(42): 88-99.
  • Karahan, Z.C., Aytuğ Koşan, M.A., & Demirören, M. (2014). The Effect of Gaming Approach on Learning in Basic Microbiology Education: A Pilot Study. Marmara Medical Journal, 27 (3): 184-189.
  • Kelleci, M., Tel, H., & Kısaoğlu, Ö. (2020). COVİD-19 Pandemisi ile Kullanıma Giren Akıllı Telefon Uygulamaları, ss. 66-70. 4. Uluslararası Hemşirelik ve İnovasyon Kongresi, 19-20 Aralık 2020, İstanbul.
  • King, D., Greaves, F., Exeter, C., & Darzi, A. (2013). Gamification: Influencing Health Behaviours With Games. Journal of the Royal Society of Medicine, (106): 76-78.
  • Koca, G. (2021). E-Sağlık ve İlgili Kavramların Google Trend Analizi. Sosyal Bilimlerde E-Uzantılı Kavramlar içinde (ss. 115-131) Ed. C. Hatipoğlu, İstanbul: Efe Akademi Yayınevi.
  • Kostenius, C., Hallberg, J., & Lindqvist, A.K. (2018). Gamification of Health Education: Schoolchildren’s Participation in the Development of a Serious Game to Promote Health and Learning, Health Education, 118(4): 354-368.
  • Leclercq, T., Hammedi, W., & Poncin, I. (2018). The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities.Journal of Interactive Marketing, (44): 82–101.
  • Lupton, D. (2013). The Digitally Engaged Patient: Self-Monitoring and Self-Care in the Digital Health Era. Social Theory and Health, 11(3): 256-270.
  • Mackert, M., Mabry-Flynn, A., Champlin, S., Donovan, E. E., & Pounders, K. (2016). Health Literacy and Health Information Technology Adoption: The Potential for a New Digital Divide. Journal of Medical Internet Research, 18(10): 1-16.
  • MacLeod, S., Musich, S., Gulyas, S., Cheng, Y., Tkatch, R., Cempellin, D., Bhattarai, GR., Hawkins, K., & Yeh, C.S. (2017). The Impact of Inadequate Health Literacy on Patient Satisfaction, Healthcare Utilization, and Expenditures Among older Adults. GeriatricNursing,38 (4): 334-341.
  • Moline, J. (1997). Virtual Reality for Health Care: A Survey. In: Studies in Health. Technology and Informatics, 3-34.
  • Nutbeam, D. (2000). Health Literacy as a Public Health Goal: A Challenge for Contemporary Health Education and Communication Strategies into the 21st Century. Health Promotion International, 15 (3): 259-267.
  • Osborne, H. (2013). Health Literacy From A to Z, Jones & Bartlet Learning, USA.
  • Ölmez, E.H. & Barkan, O.B. (2015). Sağlık Okuryazarlık Düzeylerinin Belirlenmesi ve Hasta Hekim İlişkisinin Değerlendirilmesi. Balkan Sosyal Bilimler Dergisi, 4(8): 121-127.
  • Parker, R. M., Williams, M. V., Weiss, B. D., Baker, D. W., Davis, T. C., Doak, C. C., & Schwartzberg, J. G. (1999). Health Literacy-report of the Council on Scientific Affairs. Jama-Journal of the American Medical Association, 281 (6): 552-557.
  • Pesare, E.,Roselli, T., Corriero, N., & Rossano, V. (2016). Game-based Learning and Gamification to Promote Engagement and Motivation in Medical Learning Contexts. Smart Learning Environments, 3(5): 1-21.
  • Prensky, M. (2007). Dijital Game-based Learning. St. Paul, MN: Paragon House.
  • Radovick, S., Hershkovitz, E., Kalisvaart, A., Koning, M., Paridaens, K., & Kamel Boulos, M.N. (2018). Gamification Concepts to Promote and Maintain Therapy Adherence in Children with Growth Hormone Deficiency. Multidisciplinary Scientific Journal, (1): 71–80.
  • Rajani, N.B., Weth, D., Mastellos, N., & Filippidis, F.T.(2019). Use of Gamification Strategies and Tactics in Mobile Applications for Smoking Cessation: A Review of the UK Mobile App Market. BMJ, 9(6): 1-7.
  • Ranisch, R., Nijsingh N., Ballantyne A., Buyx A., Friedrich O., Hendl T., Hurst S., Marckmann G., Munthe C., & Wild V., (2020). Ethics Of Digital Contact Tracing Apps For The Covid-19 Pandemic Response. Kompetenznetz Public Health COVID-19, 1-17.
  • Rizzo, A. S. & Kim, G. J. (2005). A SWOT Analysis of the Field of Virtual Reality Rehabilitation and Therapy. Presence: Teleoperators& Virtual Environments, 14(2): 119-146.
  • Roine, R.,Ohinmaa, A., & Hailey, D. (2001). Assessing Telemedicine: A Systematic Review of the Literature. Canadian Medical Association Journal, 165(6): 765-771.
  • Rudd, R.,Kirsch, I., & Yamamoto, K. (2004). Literacy and Health in America. Policy Information Report. Educational Testing Service.
  • Sarbadhikari, S., & Sarbadhikari, S.N. (2020). The Global Experience of Digital Health Interventions in COVID-19 Management. Indian Journal of Public Health, (64):117-124.
  • Sağlık Bakanlığı (SB). (2020). Hayat Eve Sığar Mobil Uygulaması. https://hayatevesigar.saglik.gov.tr/. (Erişim Tarihi: 24.12.2021).
  • Sağlık Sektörü ve Oyunlaştırma Trendleri (2012). https://sosyalmedya.co/sagliksektoru-ve-oyunlastirma/ (Erişim Tarihi: 24.12.2021).
  • Schmidt-Kraepelin, M., Thiebes, S., Stepanovic, S., Mettler, T., & Sunyaev, A. (2019). Gamification in Health Behavior Change Support Systems-A Synthesis of Unintended Side Effects. 14th International Conference on Wirtschaftsinformatik, February 24-27, 2019, Siegen, Germany.
  • Sorensen K, Van den Broucke S, Fullam J, Doyle G, Pelikan J, Slonska Z., & Brand, H.(HLS-EU) Consortium Health Literacy Project European. (2012). Health Literacy and Public Health: A Systematic Review and Integration of Definitions and Models. BMC Public Health,(12): 80.
  • Spil, T., Sunyaev, A., Thiebes, S., &Van Baalen, R. (2017). The Adoption of Wearables for a Healthy Lifestyle: Can Gamification Help?. Proceedings of the 50th Hawaii International Conference on System Sciences, 3617-3626.
  • Steinert, A., Buchem, I., Merceron, A., Kreutel, J., & Haesner, M. (2018). A WearableEnhanced Fitness Program for Older Adults, Combining Fitness Trackers and Gamification Elements: The Pilot Study Fmooc@Home, Sport Sciences for Health, 14 (8): 275-282.
  • Şahinöz, T., Şahinöz, S., & Kıvanç, A. (2018). Üniversite Son Sınıf Öğrencilerinin Sağlık Okuryazarlığı Düzeyleri Üzerine Karşılaştırmalı Bir Araştırma. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi, 7(3): 71-79.
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  • Tezcan, C. (2016). Sağlığa Yenilikçi Bir Bakış Açısı: Mobil Sağlık. In: İstanbul: TÜSİAD-T.
  • Tüfekçi, H. (2016). Sağlık Hizmetlerinde Oyunlaştırma Tasarımı ve Değerlendirmesi, Bahçeşehir Üniversitesi Fen Bilimleri Enstitüsü Bilgi Teknolojileri. Yüksek Lisans Tezi, İstanbul.
  • Wagner, C.V., Knight, K., Steptoe, A., & Wardle, J.(2007). Functional Health Literacy and Health-Promoting Behaviour in a National Sample of British Adults. Journal of Epidemiol Community Health, (61): 1086-1090.
  • Wen, M.H. (2017). Applying Gamification and Social Network Techniques to Promote Health Activities, Proceedings of the 2017 IEEE International Conference on Applied System Innovation IEEE-ICASI 2017-Meen, Prior & Lam (Eds), 531-534.
  • Wolf, C., Bott, S., & Hernandez, I. (2018). Teaching About the Health Care Industry Through Gamification. American Journal of Pharmaceutical Education, 82 (4): 305-307.
  • World Health Organization (2013). Health Literacy the Solid Facts. Regional Office for Europe Copenhagen; Denmark.
  • Yakar, B., Gömleksiz, M., & Pirinççi, E. (2019). Bir Üniversite Hastanesi Polikliniğine Başvuran Hastaların Sağlık Okuryazarlığı Düzeyleri ve Etkileyen Faktörler. Euras Journal of Family Medicine (EJFM), 8(1): 27-35.
  • Yılmazel, G. & Çetinkaya, F. (2016). Sağlık Okuryazarlığının Toplum Sağlığı Açısından Önemi. TAF Preventive Medicine Bulletin, 15(1): 69-74.
  • Zichermann, G. & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O'Reilly Media, Inc.
  • Zülam, T. (2019). Kanser Hastalarına Yönelik Oyunlaştırılmış Bir Web Ortamın Tasarımı ve Geliştirilmesi. Yüksek Lisans Tezi. Afyon Kocatepe Üniversitesi Fen Bilimleri Enstitüsü, Afyon.
  • Zimmerling, E., Höllig, C. E., Sandner, P. G., & Welpe, I. M. (2019). Exploring the Influence of Common Game Elements on Ideation Output and Motivation. Journal of Business Research, (94): 302–312.
Toplam 79 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İletişim ve Medya Çalışmaları
Bölüm Makaleler
Yazarlar

Özlem Duğan 0000-0001-9028-7989

Yayımlanma Tarihi 30 Ocak 2022
Gönderilme Tarihi 1 Temmuz 2021
Kabul Tarihi 14 Ocak 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 7 Sayı: 14

Kaynak Göster

APA Duğan, Ö. (2022). Dijital Çağda Öğrenme Aracı Olarak Oyunlaştırmanın Sağlık Okuryazarlığı Üzerindeki Rolü. TRT Akademi, 7(14), 262-285. https://doi.org/10.37679/trta.960815