Üç Boyutlu Sanal Dünyalardaki Tasarım Öğelerinin Motivasyon Boyutları Açısından İncelenmesi

Bu çalışmada Keller'in ARCS ve Malone’un motivasyon modelleri temel alınarak 3 boyutlu (3B) sanal kış sporları öğrenme ortamı alanlarındaki (Bilgi Evi, Uygulama, Alıştırma) tasarım öğelerinin (pano, video, animasyon, resim) güdüleyici özelliklerini karşılaştırmak amaçlanmıştır. Nedensel karşılaştırma araştırma yönteminin kullanıldığı çalışmaya ortaokul beş, altı ve yedinci sınıf düzeyinde 150 öğrenci katılmıştır. Araştırmada veri toplama aracı olarak araştırmacılar tarafından geliştirilen motivasyon anketi kullanılmış, elde edilen veriler betimsel ve kestirimsel yöntemlerle analiz edilmiştir. Verilerin analizi sonucunda, 3B sanal ortamdaki “Uygulama” alanında yer alan animasyonların diğer alanlardaki tasarım öğelerine göre daha çok dikkat çektiği, “Alıştırma” alanındaki tasarım öğelerinin öğrencilerde daha çok araştırma isteği oluşturduğu görülmüştür. Öğrencilerin 3B sanal ortamda geliştirilen; animasyon, resim, pano ve video gibi tasarım öğelerinden kış sporları hakkında bilgi edinebildikleri, ortamda yer alan uygulamaları yapabildikleri, “Bilgi Evi”ndeki tasarım öğelerinin öğrencilerde başarı hissinin oluşmasında (doyum) daha etkili olduğu anlaşılmıştır. Sonuç olarak 3B sanal ortamlarda yer alan çoklu ortam araçlarının mevcut motivasyon ve öğrenme psikolojisi teorileri göz önünde bulundurularak tasarlanmasına bağlı olarak bu ortamların gerçek bir öğrenme ortamına dönüştürebileceği söylenebilir.

An Examination of 3D Virtual Worlds, Design Issues, and Motivational Theory

The purpose of this study is to assess the motivational qualities of specific design elements in a three-dimensional (3D) virtual winter sports learning environment comprised of an Information House, Practice Area, and Exercise Area by considering two motivational models. The study employed causal comparative research methods. Participants included 150 fifth, sixth, and seventh grade middle school students. A motivation survey developed by the researchers served as the data collection tool; data were analyzed with descriptive and predictive methods. Data analysis revealed that the animations in the Practice Area of the 3D virtual environment drew the most attention when compared to the other design elements. Elements in the Exercise Area encouraged students to conduct more research, and elements in the Information House were efficient at increasing students’ satisfaction. In addition, design elements such as animations, images, display boards, and videos helped students to learn individually and provided opportunities to practice within a 3D virtual environment.

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