Year 2019, Volume 8, Issue 2, Pages 129 - 159 2019-04-30

Reconsidering the motivation of learners in educational computer game contexts
Eğitsel bilgisayar oyunu bağlamlarında öğrencilerin motivasyonu hususunun yeniden incelenmesi

Hakan Tüzün [1] , Sasha A. Barab [2] , Michael K. Thomas [3]

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The purpose of this study was to identify motivational elements of an online multi-player educational computer game that uses a 3D multi-user environment to immerse children ages 9-12 in educational tasks. The methodological approach design ethnography, a process that involves using ethnographic methods when the researchers are both observers and designers of the context being studied, was employed for researching this game. Interviews were completed with twenty participants playing the educational game and prolonged observations were conducted where participants played the game in a natural setting. The constant comparison method of grounded theory was used for analyzing interview and observation records. The qualitative methods used in this study allowed for additional insights into previous research on motivation. In addition to the 5 constructs identified in previous motivation research on videogames (challenge, curiosity, control, fantasy, and choice), 10 additional motivational elements to play the game emerged from an analysis of interviews with and observations of the 20 children participating in this study. These were identity presentation, social relations, playing, learning, achievement, rewards, immersive context, uniqueness, creativity, and context of support.

Bu çalışmanın amacı, 9-12 yaş arasındaki çocukları eğitsel görevlere yönlendirmek için üç boyutlu çok kullanıcılı bir ortam kullanan çevrimiçi çok oyunculu eğitsel bir bilgisayar oyununun motivasyonel öğelerini tespit etmektir. Araştırmacıların üzerinde çalışılan bağlamın hem gözlemcisi hem de tasarımcısı olduğu ve etnografik yöntemlerin kullanılmasını içeren bir süreç olan tasarım etnoğrafyası bu oyunu araştırmak için yöntemsel bir yaklaşım olarak kullanılmıştır. Eğitsel oyunu oynayan yirmi katılımcıyla görüşme yapılmış ve katılımcıların oyunu oynadıkları doğal bir ortamda uzun süreli gözlemler yapılmıştır. Görüşme ve gözlem kayıtlarını çözümlemek için temellendirilmiş kuramın sürekli karşılaştırma yöntemi kullanılmıştır. Bu çalışmada kullanılan nitel yöntemler, motivasyonla ilgili önceki araştırmalara ek görüşler sağlamıştır. Video oyunları konusundaki önceki motivasyon araştırmalarında belirlenen 5 yapıya (uğraşı, merak, kontrol, fantezi ve tercih) ek olarak 10 motivasyon öğesi, oyunu deneyimleyen 20 çocukla yapılan görüşmeler ve gözlemlerin çözümlemesinden ortaya çıkmıştır. Bunlar kimlik sunumu, sosyal ilişkiler, oynama, öğrenme, başarı, ödüller, çevreleyen bağlam, benzersizlik, yaratıcılık ve bağlam’dır.

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Primary Language en
Subjects Education and Educational Research
Journal Section Research Articles
Authors

Orcid: 0000-0003-1153-5556
Author: Hakan Tüzün (Primary Author)
Institution: Hacettepe University
Country: Turkey


Author: Sasha A. Barab
Institution: Arizona State University
Country: United States


Orcid: 0000-0002-0127-5239
Author: Michael K. Thomas
Institution: University of Illinois at Chicago
Country: United States


Dates

Publication Date: April 30, 2019

APA Tüzün, H , Barab, S , Thomas, M . (2019). Reconsidering the motivation of learners in educational computer game contexts. Turkish Journal of Education, 8 (2), 129-159. DOI: 10.19128/turje.546283