Oyunlaştırma Yönteminin Öğrencilerin Motivasyonları Üzerine Etkisi

Bu araştırma çalışmasında oyunlaştırma yönteminin  öğrenme sürecinde öğrencilerin motivasyonları üzerindeki etkisini belirlemek amacıyla yayınlanan makalelerin analiz ve değerlendirilmesinin yapıldığı bir içerik analizi yapılmıştır. Araştırma kapsamında incelenen çalışmalar ışığında önerilerde bulunulmuştur. Çalışma kapsamında arama motorunda  “gamification”, “motivation” ve “experimental” anahtar kelimeleri kullanılarak 9 tane makaleye ulaşılmış ve mevcut durum açıklanmaya çalışılmıştır. Araştırma kapsamında oyunlaştırma yönteminin motivasyon üzerindeki etkisine yönelik anlamlı fark 7 çalışmada elde edilirken 2 çalışmada anlamlı farklılık bulunmamıştır. İncelenen çalışmalarda en çok kullanılan oyun elementlerini puan, seviye (level), ödül ve rozet olarak belirlenmiştir. İncelenen çalışmalar ve literatür doğrultusunda oyunlaştırma ile sürecin sonunda öğrencilerin öğrenmeleri ve motivasyonları üzerinde olumlu sonuçlar elde edebilmek için öncelikle iyi planlanmış bir öğretim tasarımına ihtiyaç vardır. Etkili öğretim tasarımları yapılmadığında hiçbir oyun elementi bu eksikliği gideremeyeceği gibi süreçte istenilen hedeflerin de gerçekleşememesine sebep olabilmektedir. Bireylerin kendi gelişimlerini izleyebilecekleri ve bu gelişimlerini devam ettirebilecekleri süreçler özerklik, yetkinlik ve bağlılık duygularını destekleyecek şekilde planlamalar yapılması öğrencilerin hem öğrenmeleri hem de motivasyonları üzerinde olumlu sonuçlar alınmasında daha faydalı olacaktır.
Anahtar Kelimeler:

Oyunlaştırma, Motivaston, Oyun

EFFECTS ON THE STUDENTS 'MOTIVATIONS OF USING THE GAMIFICATION METHOD IN LEARNING PROCESS: A CONTENT ANALYSIS STUDY

In this research study, a content analysis was carried out to analyze and evaluate the existing articles in order to determine the effect of gamification over the student’s motivation during the learning process. Within the scope of the study, 9 articles were reached by using the keywords "gamification", "motivation" and "experimental" in an academic search engine and the current literature is explained through the existing articles. According to the findings, there is a misunderstanding in the literature related with gamification and game based learning studies. Results of the studies showed that there were significant differences on motivation in 7 studies while no significant difference was found in 2 studies. Findings also showed that the most used game elements are points, levels, rewards and badges in the studies. In order to obtain positive results on students’ motivation and learning, a well-planned instructional design is required with a balanced use of game elements based on appropriate teaching and learning theories. Suggestions were made in the light of the examined studies    

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Ege Eğitim Dergisi-Cover
  • ISSN: 1307-4474
  • Yayın Aralığı: Yılda 3 Sayı
  • Başlangıç: 2001
  • Yayıncı: Ege Üniversitesi Eğitim Fakültesi