Oyunlaştırılmış Öğrenme Etkinliklerinin Öğretmen Eğitiminde Kullanımı

Eylem araştırması olarak planlanan bu çalışmada öğrenme ortamlarında karşılaşılan bir takım sorunlara oyunlaştırma ile çözüm üretilmeye çalışılmıştır. Dersin içeriğinden çok, öğretmen adaylarının ders içeriğine ilişkin motivasyonlarına odaklanıldığı bu çalışmada 2012-2013 öğretim yılında, Bilgisayar ve Öğretim Teknolojileri Eğitimi Bölümünde verilen seçmeli "Yenilikçi Teknolojiler" dersinde oyunlaştırılmış eğitim uygulaması denenmiştir. Araştırmacı, uygulanan oyunlaştırılmış öğrenme hakkındaki öğretmen adaylarının görüşlerini belirlemek amacıyla açık uçlu 7 soru içeren bir anket göndermiştir. 15 katılımcının cevapları ayrı ayrı analiz edilerek, araştırma sonucunda araştırma problemi ile ilgili olarak dört tema ortaya çıkmıştır: öğretmen adaylarının genel doyum düzeyi, oyunlaştırmanı yararları ve karşılaşılan zorlukları ile öneriler. Bulgulara göre öğretmen adaylarının genel ders doyum düzeyi oldukça yüksektir. Öğretmen adayları, oyunlaştırılmış öğrenme etkinliklerinin hem bireysel olarak hem de grup olarak motivasyonlarını arttırdıklarını belirtmişlerdir. Bununla birlikte, çeşitli nedenlerden ötürü az sayıdaki öğretmen adayının öğrenme motivasyonun bozulduğu gözlemlenmiştir.

Gamified Learning Activities in a Teacher Education Course

This is an action research study which attempts to solve some issues using gamification in learning environments. This study focuses on motivations of prospective teachers regarding courses rather the course content itself. During 2012-2013 academic year, gamification in education was practiced in the elective course “Innovative Technologies” offered by CEIT (Computer Education and Instructional Technology) program. The researcher e-mailed a questionnaire with 7 open-ended questions to identify prospective teachers’ opinions about the gamified learning implemented. The responses from 15 participants regarding these four themes were analyzed individually. Four themes emerged in relation to the research problem: the general level of satisfaction, benefits, challenges and suggestions. According to the findings, the general level of course satisfaction is quite high. These prospective students stated that the use of gamified learning activities had increased their motivation both individually and as group. However, for several reasons, a small number of them were observed to be demotivated.

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Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi-Cover
  • ISSN: 2147-1037
  • Yayın Aralığı: Yılda 3 Sayı
  • Başlangıç: 2000
  • Yayıncı: Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi
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