Araştırma Makalesi

Reflections of Digital Game-Based Learning and Metaverse Environments on Educational Material Design Processes in Visual Arts Education: A Case Study

Cilt: 9 Sayı: 3 20 Eylül 2026
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Reflections of Digital Game-Based Learning and Metaverse Environments on Educational Material Design Processes in Visual Arts Education: A Case Study

Öz

This study examines the educational material design processes of pre-service visual arts teachers based on digital game-based learning (DGBL) and metaverse environments. Conducted as a qualitative case study, data were collected through student journals, in-class audio/video recordings, semi-structured interviews, and prototype outputs. Analysis across three cases addressed: (1) a multi-user virtual environment (MUVE) built in Roblox for art-language integration, (2) overcoming traditional material resistance through digital sculpting tools, and (3) a narrative-based interactive design process. Findings indicate that DGBL and metaverse environments enhance student motivation and engagement, and that gamification mechanics - when applied with deliberate pedagogical intent - support autonomy and flow experiences. The management of the balance between educational purpose and play, moderation strategies, and the formation of pedagogical justification in digital tool selection are also discussed.

Anahtar Kelimeler

Kaynakça

  1. Bedir Erişti, S. D., & Freedman, K. (2024). Integrating digital technologies and AI in art education: Pedagogical competencies and the evolution of digital visual culture. Participatory Educational Research, 11(Prof. Dr. H. Ferhan Odabaşı Gift Issue), 57–79. https://doi.org/10.17275/per.24.94.11.6
  2. Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
  3. Chen, J., & Mokmin, N. A. M. (2024). Enhancing primary school students’ performance, flow state, and cognitive load in visual arts education through the integration of augmented reality technology in a card game. Education and Information Technologies, 29, 15441–15461. https://doi.org/10.1007/s10639-024-12456-x
  4. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
  5. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference, 9–15. https://doi.org/10.1145/2181037.2181040
  6. Duncum, P. (2001). Visual culture: Developments, definitions, and directions for art education. Studies in Art Education, 42(2), 101–112.
  7. Freedman, K. (2025). Teaching visual culture: Curriculum, aesthetics, and the social life of art. Teachers College Press.
  8. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20. https://doi.org/10.1145/950566.950595

Ayrıntılar

Birincil Dil

İngilizce

Konular

Yükseköğretimde Program Geliştirme ve Yeterlilikler, Yükseköğretim Çalışmaları (Diğer)

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

20 Eylül 2026

Gönderilme Tarihi

15 Nisan 2026

Kabul Tarihi

2 Eylül 2026

Yayımlandığı Sayı

Yıl 2026 Cilt: 9 Sayı: 3

Kaynak Göster

APA
Bilal, F. (2026). Reflections of Digital Game-Based Learning and Metaverse Environments on Educational Material Design Processes in Visual Arts Education: A Case Study. Journal of University Research, 9(3), 322-334. https://izlik.org/JA33BT34EC
AMA
1.Bilal F. Reflections of Digital Game-Based Learning and Metaverse Environments on Educational Material Design Processes in Visual Arts Education: A Case Study. Journal of University Research. 2026;9(3):322-334. https://izlik.org/JA33BT34EC
Chicago
Bilal, Fırat. 2026. “Reflections of Digital Game-Based Learning and Metaverse Environments on Educational Material Design Processes in Visual Arts Education: A Case Study”. Journal of University Research 9 (3): 322-34. https://izlik.org/JA33BT34EC.
EndNote
Bilal F (01 Eylül 2026) Reflections of Digital Game-Based Learning and Metaverse Environments on Educational Material Design Processes in Visual Arts Education: A Case Study. Journal of University Research 9 3 322–334.
IEEE
[1]F. Bilal, “Reflections of Digital Game-Based Learning and Metaverse Environments on Educational Material Design Processes in Visual Arts Education: A Case Study”, Journal of University Research, c. 9, sy 3, ss. 322–334, Eyl. 2026, [çevrimiçi]. Erişim adresi: https://izlik.org/JA33BT34EC
ISNAD
Bilal, Fırat. “Reflections of Digital Game-Based Learning and Metaverse Environments on Educational Material Design Processes in Visual Arts Education: A Case Study”. Journal of University Research 9/3 (01 Eylül 2026): 322-334. https://izlik.org/JA33BT34EC.
JAMA
1.Bilal F. Reflections of Digital Game-Based Learning and Metaverse Environments on Educational Material Design Processes in Visual Arts Education: A Case Study. Journal of University Research. 2026;9:322–334.
MLA
Bilal, Fırat. “Reflections of Digital Game-Based Learning and Metaverse Environments on Educational Material Design Processes in Visual Arts Education: A Case Study”. Journal of University Research, c. 9, sy 3, Eylül 2026, ss. 322-34, https://izlik.org/JA33BT34EC.
Vancouver
1.Fırat Bilal. Reflections of Digital Game-Based Learning and Metaverse Environments on Educational Material Design Processes in Visual Arts Education: A Case Study. Journal of University Research [Internet]. 01 Eylül 2026;9(3):322-34. Erişim adresi: https://izlik.org/JA33BT34EC

Articles published in the Journal of University Research (Üniversite Araştırmaları Dergisi - ÜAD) are licensed under a Creative Commons Attribution 4.0 International (CC BY 4.0) License 32353.