Denizcilik Eğitiminde Oyunlaştırma Üzerine Derleme Türünde Literatür Çalışması
Year 2021,
Volume: 2 Issue: 1, 28 - 35, 18.02.2021
Salim Cem Aydın
Sedat Baştuğ
Abstract
Son yıllarda oyunlaştırma yöntemi birçok alanda kullanılmakla beraber özellikle yükseköğretim de ön plana çıkmaktadır. Yapılan son çalışmalar taşımacılık alanında özellikle lojistik üzerine oyunlaştırma yönteminin yoğun bir şekilde öğrenci eğitim motivasyonunu arttırmada kullanıldığını göstermektedir. Ancak taşımacılığın her kolunda (örneğin, denizcilik veya sivil havacılık) oyunlaştırma yönteminin değeri tam olarak anlaşılamamıştır. Bu yüzden ana çalışmanın amacı, denizcilik eğitiminde oyunlaştırma üzerine yapılan çalışmaları derleyerek gelecekte yapılacak olan diğer çalışmalar için bir teorik bir zemin hazırlamaktır. Çalışmada yöntem olarak geleneksel derleme türünde bir literatür çalışması tercih edilmiştir. Çalışmanın sonuçları göstermektedir ki, son yıllarda denizcilik eğitiminde az da olsa oyunlaştırma yönteminin öğrenci motivasyonu üzerinde kullanıldığı ve eğitime katılımı arttırdığı tespit edilmiştir. Bu makalenin oyunlaştırma yönteminin denizcilik eğitimi alanında kullanımı üzerine araştırmacılara yeni ufuklar açacağı düşünülmektedir.
References
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- Vesa, M., Hamari, J., Harviainen, J. T., & Warmelink, H. (2017). Computer games and organization studies. Organization Studies, 38(2), 273-284.
- Warmelink, H., Koivisto, J., Mayer, I., Vesa, M., & Hamari, J. (2020). Gamification of production and logistics operations: Status quo and future directions. Journal of Business Research, 106, 331-340.
- Wood, L., & Reiners, T. (2012). Gamification in logistics and supply chain education: Extending active learning. Internet Technologies & Society 2012, 101-108.
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Year 2021,
Volume: 2 Issue: 1, 28 - 35, 18.02.2021
Salim Cem Aydın
Sedat Baştuğ
References
- Arabelen G. ve Demirbas (2016). Lojistik ve Tedarik Zinciri Eğitiminde Oyunlaştırmanın Etkisi: Çip Tedariği Vaka Çalışması, 21. Pazarlama Kongresi.
- Bassani, G., Bezzi, M., & Mă, L. (2018). The challenges of digitally-mediated Italian language and culture development: Engaging the online learner through gamification. LEA-Lingue e Letterature d'Oriente e d'Occidente, 7, 447-464.
- Buckridge, M., & Guest, R. (2007). A conversation about pedagogical responses to increased diversity in university classrooms. High Education Research & Development, 26(2), 133-146.
- Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & education, 59(2), 661-686.
- Cotter, J., Forster, G., & Sweeney, E. (2009). Supply chain learning: The role of games. Supply Chain Perspectives, the Journal of the National Institute for Transport and Logistics, 10(3).
- 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).
- de Sousa Borges, S., Durelli, V. H., Reis, H. M., & Isotani, S. (2014, March). A systematic mapping on gamification applied to education. In Proceedings of the 29th annual ACM symposium on applied computing (pp. 216-222).
- Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3).
- Gregory, S., Dalgarno, B., Campbell, M., Reiners, T., Knox, V., & Masters, Y. (2011). Changing directions through VirtualPREX: engaging pre-service teachers in virtual professional experience. ascilite 2011 changing demands, changing directions, 491-501.
- Hamari, J. (2013). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic commerce research and applications, 12(4), 236-245.
- 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.
- Huang, W. H. Y., & Soman, D. (2013). Gamification of education. Report Series: Behavioural Economics in Action, 29.
- Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21-31.
- Filippou, J., Cheong, C., & Cheong, F. (2018). A model to investigate preference for use of gamification in a learning activity.
- Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
- Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference.
- Klemke, R., Eradze, M., & Antonaci, A. (2018). The flipped MOOC: using gamification and learning analytics in MOOC design—a conceptual approach. Education Sciences, 8(1), 25.
- Klock, A. C. T., Ogawa, A. N., Gasparini, I., & Pimenta, M. S. (2018). Integration of learning analytics techniques and gamification: An experimental study. In 2018 IEEE 18th International Conference on Advanced Learning Technologies (ICALT) (pp. 133-137). IEEE.
- Loos, L. A., & Crosby, M. E. (2017, July). Gamification methods in higher education. In International Conference on Learning and Collaboration Technologies (pp. 474-486). Springer, Cham.
- Nah, F. F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014, June). Gamification of education: a review of literature. In International conference on hci in business (pp. 401-409). Springer, Cham.
- Nicholson, S. (2015). A recipe for meaningful gamification. In Gamification in education and business (pp. 1-20). Springer, Cham.
- O'Donovan, S., Gain, J., & Marais, P. (2013, October). A case study in the gamification of a university-level games development course. In Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference (pp. 242-251).
- Roche, C. C., Wingo, N. P., Westfall, A. O., Azuero, A., Dempsey, D. M., & Willig, J. H. (2018). Educational analytics: A new frontier for gamification?. Computers, informatics, nursing: CIN, 36(9), 458.
- Sailer, M., Hense, J., Mandl, J., & Klevers, M. (2014). Psychological perspectives on motivation through gamification. Interaction Design and Architecture Journal, (19), 28-37.
- Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-31.
- Surendeleg, G., Murwa, V., Yun, H. K., & Kim, Y. S. (2014). The role of gamification in education a literature review. Contemporary Engineering Sciences, 7(2932), 1609-1616.
- Toda, A. M., Klock, A. C., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., & Cristea, A. I. (2019). Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments, 6(1), 16.
- Vesa, M., Hamari, J., Harviainen, J. T., & Warmelink, H. (2017). Computer games and organization studies. Organization Studies, 38(2), 273-284.
- Warmelink, H., Koivisto, J., Mayer, I., Vesa, M., & Hamari, J. (2020). Gamification of production and logistics operations: Status quo and future directions. Journal of Business Research, 106, 331-340.
- Wood, L., & Reiners, T. (2012). Gamification in logistics and supply chain education: Extending active learning. Internet Technologies & Society 2012, 101-108.
- Wood, L. C. & Reefke, H. Year. Working with a diverse class: Reflections on the role of team teaching, teaching tools and technological support. In: Huai, H., Kommers, P. & Isaías, P., eds. IADIS international conference on international higher education (IHE 2010), 2010 Perth, Australia. pp. 72-79.
- Yoon, K. (2016). The gamification of mobile communication among young smartphone users in Seoul. Asiascape: Digital Asia, 3(1-2), 60-78.