OYUNLAŞTIRMA, EĞİTİM VE KURAMSAL YAKLAŞIMLAR: ÖĞRENME SÜREÇLERİNDE MOTİVASYON, ADANMIŞLIK VE SÜRDÜRÜLEBİLİRLİK

Öğrenme süreçlerinde daha etkili, verimli ve çekici deneyimler sağlayabilmenin yollarından birisi de öğrenen motivasyonlarını arttırmak, öğrenenlerin bu süreçlere adanmışlıklarını sağlamak ve süreçlerin sürdürülebilirliklerine yönelik tasarımlar yapabilmekten geçmektedir. Bu doğrultuda oyunlaştırma, oyun tasarım ilkelerini oyun dışı bağlamlara uygulayabilmeye yönelik öneriler sunan yenilikçi bir yaklaşım olarak ortaya çıkmaktadır. Bu kapsamda bu çalışma oyunlaştırma yaklaşımını eğitim çerçevesinde ele almakta, oyunlaştırmanın tanımı, uygulama alanları, karakteristik özellikleri, oyuncu tipleri ve oyunlaştırma modellerine yönelik açıklamalarda bulunmaktadır. Çalışma, ilgili alanyazında yer alan mevcut bulguları sentezlenmekte ve oyunlaştırmayı eğitim süreçlerinde kullanmak isteyen araştırmacı ve uygulamacılara öneriler sunmaktadır. Bu çalışma sonucuna göre oyunlaştırma, öğrenenlerin motivasyonlarını artırmaya yönelik stratejileri kullanarak öğrenenlerin daha anlamlı öğrenme deneyimleri yaşayabilmelerine olanak sağlamakta, e-öğrenme süreçlerinde öğrenenlerin adanmışlığını ve öğrenme deneyimlerinin sürdürülebilirliğini sağlamak için kullanılabilecek bir yaklaşım olarak değerlendirilmektedir.

GAMIFICATION, EDUCATION AND THEORETICAL APPROACHES: MOTIVATION, ENGAGEMENT AND SUSTAINABILITY IN LEARNING PROCESSES

One of the ways to provide more effective, efficient and attractive experiences in learning processes is to increase learners’ motivation, provide engagement of the learners in these processes and designing these processes for the sustainability. In this regard, gamification appears to be an innovative approach that offers suggestions to apply game principles to non-game contexts. In these considerations, this study deals with gamification within the perspective of education and provides explanations regarding the definition of gamification, application areas, gamer types and gamification models. The study synthesizes existing findings in related literature and presents suggestions for researchers and practitioners who want to use gamification in educational processes. According to conclusion of this study, gamification is considered to be an approach that provides meaningful experiences by using strategies to increase learners’ motivation, and can be used to ensure engagement of the learners and sustainability of the learning experiences in e-learning processes.

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Mehmet Akif Ersoy Üniversitesi Eğitim Fakültesi Dergisi-Cover
  • ISSN: 1302-8944
  • Yayın Aralığı: Yılda 4 Sayı
  • Başlangıç: 2007
  • Yayıncı: BURDUR MEHMET AKİF ERSOY ÜNİVERSİTESİ
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