Gamification and education <p>Oyunlaştırma ve eğitim
Keywords:
Gamificaion, game design, education, serious game, game based learning, Oyunlaştırma, oyun tasarımı, eğitim, ciddi oyun, oyun temelli öğrenme.Abstract
Today, as people allocate time for games and they have good time with them, the idea of transforming something into a game structure has emerged. Although the concept of the game is very old, gamification is a very new one. According to Zicherman and Cunningham (2011) gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems. The aim of this study is to inquire the research problem that “What is the gamification?” and “How can the gamification be used in education?”. This is a qualitative research. As a result of our research on the subject, an example of educational gamification has been attempted to introduce. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools to solve difficult problems. Gamification applications that increase student motivation in an entertaining way have a positive effect in the interest of the students towards the lesson. Increased interest and motivation will also raise students' academic success.
Özet
Günümüzde insanlar oyunlara zaman ayırdıkları ve oyunla daha iyi zaman geçirdikleri için bir yapıyı oyun haline dönüştürme fikri ortaya çıkmıştır. Oyun kavramı çok eski olmasına rağmen oyunlaştırma kavramı çok yeni bir kavramdır. Zicherman ve Cunningham (2011) tarafından oyunlaştırma “Oyundaki düşünce biçiminin ve oyun kurallarının, kullanıcıların ilgisini çekmek ve problem çözmek amacıyla kullanılması” olarak tanımlanmaktadır. Nitel bir araştırma olan çalışmamız, “Oyunlaştırma nedir ve eğitimde nasıl kullanılabilir?” problemine çözüm aramak amacıyla yürütülmüştür. Konu hakkındaki yapılan araştırmalarımız neticesinde, oyunlaştırma sürecinin bir ders uygulaması ortaya konulmaya çalışılmıştır. Oyunlaştırma yani oyun bileşenlerinin oyun dışına uygulanması, okulların önemli problemlerini çözmede önemli bir fırsat sunabilir. Eğlenceli olarak motivasyonu artıran bu uygulamaların eğitime uyarlanması öğrencilerin derse karşı olan ilgilerinde pozitif bir etkiye sahip olacaktır. İlgi ve motivasyonu artan öğrencilerin şüphesiz akademik başarıları da artacaktır.
Downloads
Metrics
References
Aboutfoursquare.com, (tarih yok). [http://aboutfoursquare.com/pepsi-celebrates-summer-fun-with-a-foursquare-badge/]. Erişim tarihi: 18.12.2013.
Allen, M.W. (2007). Designing Successful e-Learning: Forget What You Know About Instructional Design and Do Something Interesting, San Francisco: Pfeiffer.
Bogost, I. (2007). Persuasive games: The expressive power of videogames. London: The MIT Press.
Bunchball, Inc. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior.
Forbes.com (2012, 18 Temmuz). New Reports Forecast Global Video Game Industry Will Reach $82 Billion By 2017. [http://www.forbes.com/sites/johngaudiosi/2012/07/18/new-reports-forecasts-global-video-game-industry-will-reach-82-billion-by-2017/]. Erişim tarihi: 17.12.2013.
Glass, A. (2007) Understanding generational differences for competitive success, Industrial and Commercial Training, Vol. 39 Iss: 2, pp.98 – 103.
Grace, M.V. & Hall, J. (2008). Projecting Surveillance Entertainment. Presentation, ETech, San Diego: CA.
Hou, J. (2011). Uses and gratifications of social games: Blending social networking and game play. First Monday, 16(7). [http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/3517/3020]. Erişim tarihi: 18.12.2013.
Karasar, N. (2009). Bilimsel Araştırma Yöntemi (20. Baskı). Nobel yayın: Ankara.
Kidscreen.com, (2013). [http://kidscreen.com/2013/09/09/angry-birds-creator-enters-early-education-learning-realm/]. Erişim tarihi: 18.12.2013.
Lee, J. J. & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange. Quarterly, 15(2).
McDonald, M., Musson, R., & Smith, R. (2008). Using Productivity Games to Prevent Defects. In M. McDonald, R. Musson, and R. Smith, eds., The Practical Guide to Defect Prevention, Microsoft Press, Redmond, 2008, 79-95.
Muntean, C.I. (2011). Raising engagement in e-learning through gamification. The 6th International Conference on Virtual Learning ICVL.
Natronbaxter.com (Tarih yok). Gamification. [http://natronbaxter.com/]. Erişim tarihi: 17.12.2013.
Nicholson, S. (2012, June). A User-Centered Theoretical Framework for Meaningful Gamification. Paper Presented at Games+Learning+Society 8.0, Madison, WI.
Prensky M. (2001). Digital Natives, Digital Immigrants. On the Horizon, MCB University Press. Vol. 9 No. 5, pp.1-6.
Strauss, W. & Howe, N. (1992). Generations: The History of America’s Future, 1584 to 2069, Harper Perennial, New York: NY.
TDK (tarih yok). Oyun. [http://www.tdk.gov.tr/index.php?option=com_gts&arama=gts&guid=TDK.GTS.52b1a6945e5d31.87899856]. Erişim tarihi: 18.12.2013.
Vikipedi/Foursquare, (tarih yok). [http://tr.wikipedia.org/wiki/Foursquare]. Erişim tarihi: 18.12.2013.
Vikipedi/Simcity, (tarik yok). [http://tr.wikipedia.org/wiki/SimCity]. Erişim tarihi: 18.12.2013.
Webrazzi.wpengine.netdna-cdn.com, (2012). [http://webrazzi.wpengine.netdna-cdn.com/wp-content/uploads/2012/06/turkiye-oyun-sektoru-2012.png]. Erişim tarihi: 17.12.2013.
Wikipedia/Angry Birds, (tarih yok). [http://en.wikipedia.org/wiki/Angry_Birds]. Erişim tarihi: 18.12.2013.
Wikipedia/Farmville, (tarih yok). [http://en.wikipedia.org/wiki/Farmville]. Erişim tarihi: 18.12.2013.
Wikipedia/Serious Games, (tarih yok). [http://en.wikipedia.org/wiki/Serious_game]. Erişim tarihi: 18.12.2013.
Xu, Y. (2011). Literature Review on Web Application Gamication and Analytics. CSDL Technical Report 11-05.
Zabel, D. (1999). Selling to Generation Y, Virtual Workers, and Boomer Grandparents: Tools for Tracking Marketing Trends. Reference & User Services. Quarterly. 39 (1) 10-15.
Zicherman, G. & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (1st ed.). Sebastopol, California: O'Reilly Media.
Downloads
Published
How to Cite
Issue
Section
License
Authors can retain copyright, while granting the journal right of first publication. Alternatively, authors can transfer copyright to the journal, which then permits authors non-commercial use of the work, including the right to place it in an open access archive. In addition, Creative Commons can be consulted for flexible copyright licenses.
©1999 Creative Commons Attribution-ShareAlike 4.0 International License.