Research Article
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Matematik Öğretimi için Oyunlaştırılmış Ders Tasarımı Model Önerisi

Year 2021, Volume: 29 Issue: 5, 823 - 837, 31.12.2021
https://doi.org/10.24106/kefdergi.764350

Abstract

Mevcut araştırma matematik öğretimi için oyunlaştırılmış ders tasarımına yönelik bir model önerisi sunmayı ve bu modele ait tasarım ilkelerini belirlemeyi amaçlamaktadır. Alanyazında yer alan genel modellerin dışında matematik öğretimine yönelik alanın ihtiyaçlarını karşılayan bir oyunlaştırma geliştirme modelinin olmaması çalışmanın yapılmasındaki temel motivasyon unsurudur. Yürütülen eğitsel tasarım araştırmasında, alanyazında yer alan Oyunlaştırma Geliştirme Modeli, Öğretmek için Matematik Bilgisi Modeli ve araştırmanın katılımcılarını oluşturan 8 öğretmen adayının oyunlaştırılmış matematik dersi tasarlama süreçleri birlikte ele alınmıştır. Toplam 6 aşamada ve 14 oturumda tamamlanan çalışmada veriler video ve ses kayıtları, haftalık yansıma raporları, genel değerlendirme raporları ve araştırmacılar tarafından oluşturulan Oyunlaştırılmış Matematik Dersi Kontrol Listesi aracılığıyla toplanmıştır. İçerik analizine tabi tutulan verilerden ve alanyazından yola çıkılarak, matematik öğretimi için öğretmen ve/veya öğretim tasarımcılarına kılavuzluk etmesi hedeflenen oyunlaştırma tasarım adımları belirlenmiş ve bu adımlar bütünü bir model olarak önerilmiştir. Bu model spiral bir yapıya sahip olup, her bir adım önceki veya sonraki adımı etkilemektedir. Model hedef analizi, tasarım, geliştirme, uygulama ve değerlendirme-iyileştirme adımlarından oluşmaktadır. Bu adımlardan her biri tasarım ilkeleri olarak oyunlaştırma unsurlarını ve Öğretmek için Matematik Bilgisi kapsamında yapılması gerekenleri içermektedir.

References

  • Arslan, S. ve Sağlam Arslan, A. (2016). Öğretim mühendisliği, öğretim tasarımı ve öğretim deneyi. In E. Bingölbali, S. Arslan & İ. Ö Zembat, (Eds), Matematik eğitiminde teoriler (s. 917-936). Ankara: PegemA Yayıncılık.
  • Ball, D.L., Thames, M. H., & Phelps, G. (2008). Content knowledge for teaching: What makes it special? Journal of Teacher Education, 59(5), 389-407.
  • Branch, R. M. (2009). Instructional design: The ADDIE approach (Vol. 722). Springer Science & Business Media.
  • Begosso, L. R., Begosso, L. C., da Cunha, D. S., Pinto, J. V., Lemos, L., & Nunes, M. (2018). The Use of Gamification for Teaching Algorithms. In FedCSIS Communication Papers (pp. 225-231).
  • Creswell, J. W. (1998). Qualitative inquiry and research design: Choosing among five traditions, Thousand Oaks: SAGE Publications.
  • Çağlar, Ş., ve Kocadere, S. A. (2015). Çevrimiçi öğrenme ortamlarında oyunlaştırma. Journal of Educational Sciences & Practices, 14(27).
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM.
  • Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., PagéS, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392.
  • Featherstone, M. (2018). Designing gamification for constructive competition. In: GERIL, Philippe and KING, David, (eds.) GAME-ON 2018- 19th International Conference on Intelligent Games and Simulation. Belgium, Eurosis-Eti, 138-143.
  • Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2011). How to design and evaluate research in education. New York: McGraw-Hill Humanities/Social Sciences/Languages.
  • Glover, I. (2013). Play as you learn: gamification as a technique for motivating learners. In Edmedia+ innovate learning (pp. 1999-2008). Association for the Advancement of Computing in Education (AACE).
  • Goehle, G. (2013). Gamification and web-based homework. Primus, 23(3), 234-246.
  • Hamann, H., Pinciroli, C., & von Mammen, S. (2018, September). A Gamification Concept for Teaching Swarm Robotics. In 2018 12th European Workshop on Microelectronics Education (EWME) (pp. 83-88). IEEE.
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161.
  • Kelly, A. E. (2003). Theme issue: The role of design in educational research. Educational Researcher, 32(1), 3-4.
  • Kim, S., Song, K., Lockee, B., & Burton, J. (2018). Gamification in learning and education, Cham: Springer.
  • Linn, M., Davis, E.A., & Bell, P. (2004). Internet environments for science education. Hillsdale: Lawrence Erlbaum.
  • Malamed, C. (2010). What Instructional Designers Do: Is this a career for you. Last Retrieved.
  • McKenney, S. E., & Reeves, T. C. (2012). Conducting educational research design: What, why and how. New York: Routledge.
  • Merriam, Sharan B. (2009). Qualitative research: A guide to design and implementation (2nd ed.). San Francisco, CA: Jossey-Bass.
  • Merrill, M. D., Drake, L., Lacy, M. J., Pratt, J., & ID₂ Research Group. (1996). Reclaiming instructional design. Educational Technology, 36(5), 5-7.
  • Milli Eğitim Bakanlığı, (2013). Talim Terbiye Kurulu Başkanlığı, Matematik Dersi Öğretim Programı (İlkokul ve Ortaokul 1,2,3,4,5, 6, 7 ve 8. Sınıflar). Milli Eğitim Basımevi-Ankara. 
  • Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proc. 6th international conference on virtual learning ICVL (pp. 323-329) Romania.
  • Reiners, T., & Wood, L. C. (2015). Gamification in education and business. Cham: Springer.
  • Sarı, A., & Altun, T. (2016). Oyunlaştırma yöntemi ile işlenen bilgisayar derslerinin etkililiğine yönelik öğrenci görüşlerinin incelenmesi. Turkish Journal of Computer and Mathematics Education, 7(3), 553-557.
  • Sezgin, S., Bozkurt, A., Yılmaz, E. A., ve Van der Linden, N. (2018). Oyunlaştırma, eğitim ve kuramsal yaklaşımlar: öğrenme süreçlerinde motivasyon, adanmışlık ve sürdürebilirlik. Mehmet Akif Ersoy Üniversitesi Eğitim Fakültesi Dergisi, 45, 169-189.
  • van den Akker, J. (1999). Principles and methods of development research. In J. van den Akker, R. Branch, K. Gustafson, N. Nieveen, & T. Plomp (Eds.), Design approaches and tools in education and training (pp. 1-15). Dordrecht, the Netherlands: Kluwer Academic Publishers.
  • van den Akker, J., Gravemeijer, K., McKenney, S., & Nieveen, N. (Eds.). (2006). Educational design research. New York: Routledge.

Gamified Lesson Design Model Proposal for Mathematics Instruction

Year 2021, Volume: 29 Issue: 5, 823 - 837, 31.12.2021
https://doi.org/10.24106/kefdergi.764350

Abstract

Purpose: This study aims to present a gamified lesson design model proposal for mathematics instruction and to determine the design principles of this model. Apart from the general models in the literature, the lack of a gamification design model that meets the needs of the field of mathematics instruction is the main motivating factor in the study.
Design/Methodology/Approach: The educational design research carried out for this purpose, the Gamification Development Model, Mathematical Knowledge for Teaching Model, and the process of designing a gamified mathematics lesson of 8 pre- service teachers, who constitute the participants of the research, were discussed together. In the study, which was completed in 6 phases and 14 sessions in total, data were collected through video and audio recordings, weekly reflection reports, general evaluation reports, and the Gamified Mathematics Lesson Checklist created by researchers.
Findings: Based on the content analysis and the literature, the gamification design steps that are aimed to guide teachers and/or instructional designers for mathematics teaching are proposed as a model. This model has a spiral structure in which each step affects the previous or next step. The current model includes goal analysis, design, development, implementation, and evaluation-improvement steps. Each of these steps includes gamification elements and what needs to be done within the scope of Mathematical Knowledge for Teaching as design principles.
Highlights: The current study proposes a new and detailed gamified lesson design model for mathematics instruction (GLDMfMath). The model proposal is expected to contribute to the field of mathematics teaching, especially with the guiding principles it offers and gamified lesson design examples to be created through these principles. Given that the motivation, participation, and achievement of learners increase in the teaching environments, where gamification is used, designs that can be created with the model presented by the current study can offer similar contributions to the mathematics education literature.

References

  • Arslan, S. ve Sağlam Arslan, A. (2016). Öğretim mühendisliği, öğretim tasarımı ve öğretim deneyi. In E. Bingölbali, S. Arslan & İ. Ö Zembat, (Eds), Matematik eğitiminde teoriler (s. 917-936). Ankara: PegemA Yayıncılık.
  • Ball, D.L., Thames, M. H., & Phelps, G. (2008). Content knowledge for teaching: What makes it special? Journal of Teacher Education, 59(5), 389-407.
  • Branch, R. M. (2009). Instructional design: The ADDIE approach (Vol. 722). Springer Science & Business Media.
  • Begosso, L. R., Begosso, L. C., da Cunha, D. S., Pinto, J. V., Lemos, L., & Nunes, M. (2018). The Use of Gamification for Teaching Algorithms. In FedCSIS Communication Papers (pp. 225-231).
  • Creswell, J. W. (1998). Qualitative inquiry and research design: Choosing among five traditions, Thousand Oaks: SAGE Publications.
  • Çağlar, Ş., ve Kocadere, S. A. (2015). Çevrimiçi öğrenme ortamlarında oyunlaştırma. Journal of Educational Sciences & Practices, 14(27).
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM.
  • Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., PagéS, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392.
  • Featherstone, M. (2018). Designing gamification for constructive competition. In: GERIL, Philippe and KING, David, (eds.) GAME-ON 2018- 19th International Conference on Intelligent Games and Simulation. Belgium, Eurosis-Eti, 138-143.
  • Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2011). How to design and evaluate research in education. New York: McGraw-Hill Humanities/Social Sciences/Languages.
  • Glover, I. (2013). Play as you learn: gamification as a technique for motivating learners. In Edmedia+ innovate learning (pp. 1999-2008). Association for the Advancement of Computing in Education (AACE).
  • Goehle, G. (2013). Gamification and web-based homework. Primus, 23(3), 234-246.
  • Hamann, H., Pinciroli, C., & von Mammen, S. (2018, September). A Gamification Concept for Teaching Swarm Robotics. In 2018 12th European Workshop on Microelectronics Education (EWME) (pp. 83-88). IEEE.
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161.
  • Kelly, A. E. (2003). Theme issue: The role of design in educational research. Educational Researcher, 32(1), 3-4.
  • Kim, S., Song, K., Lockee, B., & Burton, J. (2018). Gamification in learning and education, Cham: Springer.
  • Linn, M., Davis, E.A., & Bell, P. (2004). Internet environments for science education. Hillsdale: Lawrence Erlbaum.
  • Malamed, C. (2010). What Instructional Designers Do: Is this a career for you. Last Retrieved.
  • McKenney, S. E., & Reeves, T. C. (2012). Conducting educational research design: What, why and how. New York: Routledge.
  • Merriam, Sharan B. (2009). Qualitative research: A guide to design and implementation (2nd ed.). San Francisco, CA: Jossey-Bass.
  • Merrill, M. D., Drake, L., Lacy, M. J., Pratt, J., & ID₂ Research Group. (1996). Reclaiming instructional design. Educational Technology, 36(5), 5-7.
  • Milli Eğitim Bakanlığı, (2013). Talim Terbiye Kurulu Başkanlığı, Matematik Dersi Öğretim Programı (İlkokul ve Ortaokul 1,2,3,4,5, 6, 7 ve 8. Sınıflar). Milli Eğitim Basımevi-Ankara. 
  • Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proc. 6th international conference on virtual learning ICVL (pp. 323-329) Romania.
  • Reiners, T., & Wood, L. C. (2015). Gamification in education and business. Cham: Springer.
  • Sarı, A., & Altun, T. (2016). Oyunlaştırma yöntemi ile işlenen bilgisayar derslerinin etkililiğine yönelik öğrenci görüşlerinin incelenmesi. Turkish Journal of Computer and Mathematics Education, 7(3), 553-557.
  • Sezgin, S., Bozkurt, A., Yılmaz, E. A., ve Van der Linden, N. (2018). Oyunlaştırma, eğitim ve kuramsal yaklaşımlar: öğrenme süreçlerinde motivasyon, adanmışlık ve sürdürebilirlik. Mehmet Akif Ersoy Üniversitesi Eğitim Fakültesi Dergisi, 45, 169-189.
  • van den Akker, J. (1999). Principles and methods of development research. In J. van den Akker, R. Branch, K. Gustafson, N. Nieveen, & T. Plomp (Eds.), Design approaches and tools in education and training (pp. 1-15). Dordrecht, the Netherlands: Kluwer Academic Publishers.
  • van den Akker, J., Gravemeijer, K., McKenney, S., & Nieveen, N. (Eds.). (2006). Educational design research. New York: Routledge.
There are 28 citations in total.

Details

Primary Language English
Subjects Studies on Education
Journal Section Research Article
Authors

Nilüfer Zeybek 0000-0002-6299-822X

Elif Yıldırım-saygı 0000-0001-8811-4747

Publication Date December 31, 2021
Acceptance Date October 27, 2020
Published in Issue Year 2021 Volume: 29 Issue: 5

Cite

APA Zeybek, N., & Yıldırım-saygı, E. (2021). Gamified Lesson Design Model Proposal for Mathematics Instruction. Kastamonu Education Journal, 29(5), 823-837. https://doi.org/10.24106/kefdergi.764350

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