Araştırma Makalesi
BibTex RIS Kaynak Göster

Eğitim Alanında Alternatif Gerçeklik Oyunları: Sistematik Bir İnceleme ve Meta-Analiz Çalışması

Yıl 2024, Cilt: 24 Sayı: 1, 458 - 480, 15.03.2024
https://doi.org/10.17240/aibuefd.2024..-1321037

Öz

Eğitim ortamlarında oyunlaştırma kavramı, gün geçtikçe ilgi duyulan bir konu haline gelmiştir. Alternatif gerçeklik oyunları (AGO) da oyunlaştırma etkinliklerinin önemli bir türüdür. AGO, çoklu medya araçlarının kullanıldığı, bulmaca çözme ve etkileşimli anlatımların yer aldığı, sürükleyici oyunlar olarak tanımlanan oyunlardır. Bu araştırmada, AGO üzerine yapılmış olan çalışmaların bir araya getirilmesi ve detaylı biçimde incelenmesi amaçlanmıştır. Bunun için hem sistematik derleme hem de meta analiz yöntemi kullanılmıştır. AGO’lara ilişkin yapılmış olan 73 çalışma, sistematik derleme yöntemi ile incelenirken 11 çalışma, AGO’ların öğretim ortamlarındaki etkisini belirlemek amacıyla meta-analize tabi tutulmuştur. Analiz sonuçlarına göre en fazla çalışma 2021 yılında yapılmıştır. Çalışmalar ağırlıklı olarak ABD’de gerçekleştirilmiştir. Genel olarak çalışmalar, makale türündedir. Çalışmalarda hedef kitle olarak en fazla yüksek öğretim öğrencileri tercih edilmiş olup çoğunlukla nitel araştırma yöntemleri ve durum çalışması deseni tercih edilmiştir. Meta-analiz sonucuna göre, AGO’ların yer aldığı öğrenme etkinliklerinin, AGO’ların yer almadığı öğrenme etkinliklerine göre etkisinin yüksek olduğu söylenebilir. Türkiye'de AGO konulu çalışmalara ağırlık verilebilir. Bu konuda yazılmış tezlerin azlığından dolayı, AGO odaklı tezlerin sayısı artırılabilir. Yükseköğretim dışındaki diğer öğretim kademelerinde de uygulamalara ağırlık verilebilir. Yöntem bakımından karma veya nicel yöntem benimsenen çalışmalar artırılabilir. AGO'ların öğretim ortamlarına yönelik pozitif etkisinden dolayı çeşitli değişkenler üzerinden AGO'lar ile ilgili deneysel çalışmalar planlanabilir.

Kaynakça

  • Abed, H., Pernelle, P., Carron, T., Benamar, C., Kechiche, M., & Baert, P. (2015, October). Serious Game Framework Focusing on Industrial Training: Application to Steel Industry. In European Conference on Games Based Learning (1-9). Academic Conferences International Limited.
  • Babichenko, D., Grieve, L., Bilodeau, E., & Koval, D. (2019, October). Implementation and assessment of three gamification strategies across multiple higher education disciplines. In Proc. Eur. Conf. Games Based Learning, Academic Conf. Int (Vol. 2019, 41-43). https://doi.org/10.34190/GBL.19.016
  • Battles, J., Glenn, V., & Shedd, L. (2011). Rethinking the library game: Creating an alternate reality with social media. Journal of Web Librarianship, 5(2), 114-131. https://doi.org/10.1080/19322909.2011.569922
  • Blumenthal, H., & Xu, Y. (2012). The ghost club storyscape: designing for transmedia storytelling. IEEE Transactions on Consumer Electronics, 58(2), 190-196.
  • Bonsignore, E., Hansen, D., Kraus, K., & Ruppel, M. (2013). Alternate reality games as platforms for practicing 21st-century literacies. Formulations & Findings 4(1), 25-54. https://doi.org/10.1162/IJLM_a_00086
  • Bonsignore, E., Hansen, D., Kraus, K., Visconti, A., & Fraistat, A. (2016, October). Roles people play: key roles designed to promote participation and learning in alternate reality games. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (78-90). DOI: http://dx.doi.org/10.1145/2967934.2968108
  • Bonsignore, E., Moulder, V., Neustaedter, C., Hansen, D., Kraus, K., & Druin, A. (2014, April). Design tactics for authentic interactive fiction: insights from alternate reality game designers. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (947-950). http://dx.doi.org/10.1145/2556288.2557245
  • Bouris, A., Mancino, J., Jagoda, P., Hill, B. J., & Gilliam, M. (2016). Reinvigorating adolescent sexuality education through alternate reality games: the case of The Source. Sex Education, 16(4), 353-367. http://dx.doi.org/10.1080/14681811.2015.1101373
  • Carolei, P., & Schlemmer, E. (2015). Alternate reality game in museum: A process to construct experiences and narratives in hybrid context. In Edulearn15 Proceedings (8037-8045). IATED. ISBN: 978-84-606-8243-
  • Chechi, A. (2020). Alternate reality game (arg) y steam: aprendizaje multidisciplinario en la enseñanza de química. Revista Areté| Revista Amazônica de Ensino de Ciências.14(28), 29-44. ISSN:1984-7505
  • Chess, S., & Booth, P. (2014). Lessons down a rabbit hole: Alternate reality gaming in the classroom. New Media & Society, 16(6), 1002-1017. https://doi.org/10.1177/1461444813497554
  • Connolly, T. M. (2008). Using Alternate Reality Games to Support the Teaching of Modern Foreign Languages. In WEBIST (1) (428-434). https://doi.org/10.5220/0001530604280434
  • Connolly, T. M., Stansfield, M., & Hainey, T. (2011). An alternate reality game for language learning: ARGuing for multilingual motivation. Computers & Education, 57(1), 1389-1415. https://doi.org/10.1016/j.compedu.2011.01.009
  • Connolly, T., Stansfield, M., Hainey, T., Josephson, J., O’Donovan, A., Ortiz, C. R., ... & Tsvetanova, S. (2008, October). Arguing for multilingual motivation In Web 2.0: Using alternate reality games to support language learning. In Proceedings of the 2nd European Conference on Games Based Learning: ECGBL (p. 95). Sonning Common, UK: Academic Conferences Limited.
  • Davies, H. (2022). The Gamification of Conspiracy: QAnon as Alternate Reality Game. Acta Ludologica, 5(1), 60-79.
  • De Barros, M. A., Andrade, V., Moura, A., Borgmann, L., & Claudino, O. (2021). Despandemia: Serious Game in Alternate Reality for Reading and Rewriting Our Intercultural World during the Covid-19 Pandemic. In CSEDU (1) (pp. 425-436). https://doi.org/10.5220/0010480804250436
  • De Barros, M. A., Andrade, V., Moura, J. A. B., Borgmann, L., Terton, U., Vieira, F., ... & Silva, J. (2019). Alternate Reality, Serious Games for Reading-Acting to Engage Population and Schools on Social Challenges. Proceedings of the 10th International Conference on Computer Supported Education. https://doi.org/10.5220/0006691102380245
  • De Barros, M. A., Andrade, V., Moura, J. A. B., Silva, J. I. A. O., Alcântara, H. M. D., Vieira, F., ... & Naviner, S. (2017). AquaGuardians: a tutorial-based education game for population engagement in water management. In CSEDU 2017: Proceedings of the 9th International Conference on Computer Supported Education. https://doi.org/10.53136/979125994120632
  • De Beer, K., & Bothma, T. (2016). Alternate reality games (ARG) as innovative digital information sources. Library Hi Tech. 34(3), 433-453. https://doi.org/10.1108/LHT-02-2016-0018
  • Deus, T. C. D., & Soares, M. H. F. B. (2020). O Jogo De Realidade Alternada Curto (Short Arg) Como Estratégia De Discussão De Conceitos Químicos Em Nível Superior. Química Nova, 43(3), 362-370. https://doi.org/10.1108/LHT-02-2016-0018
  • Dondlinger, M. J., & McLeod, J. K. (2015). Solving real world problems with alternate reality gaming: student experiences in the global Village Playground capstone course design. Interdisciplinary Journal of Problem-Based Learning, 9(2), 3. https://doi.org/10.7771/1541-5015.1488
  • Dondlinger, M. J., & Wilson, D. A. (2012). Creating an alternate reality: Critical, creative, and empathic thinking generated in the Global Village Playground capstone experience. Thinking Skills and Creativity, 7(3), 153-164. https://doi.org/10.1016/j.tsc.2012.02.001
  • El-Nasr, M. S., Harteveld, C., Fombelle, P., Nguyen, T. H., Rizzo, P., Schouten, D., ... & Inc, E. L. (2021). Advancing Methodology for Social Science Research Using Alternate Reality Games: Proof-of-Concept Through Measuring Individual Differences and Adaptability and their impact on Team Performance. arXiv preprint arXiv:2106.13740.
  • Elsom, S., Stieler-Hunt, C., & Marshman, M. (2023). Supporting learning in higher education with a curriculum-embedded alternate reality game. Interactive Learning Environments, 1-12. https://doi.org/10.1080/10494820.2023.2167838
  • Elsom, S., Westacott, M., Stieler-Hunt, C., Glencross, S., & Rutter, K. (2021). Finding resources, finding friends: using an alternate reality game for orientation and socialisation in a university enabling program. Interactive Learning Environments, 1-15. https://doi.org/10.1080/10494820.2021.1894181
  • Eschler, J., & Fullerton, S. (2014). Design Planning for an Alternate Reality Game to Support Learning of Informatics Concepts. iConference 2014. 1084-1088.
  • Fujimoto, R., & Solutions, S. L. (2010). Designing an educational alternate reality game. URL: http://goo. gl/7U6jix (дата звернення 10.04. 2019).
  • Gilliam, M., Bouris, A., Hill, B., & Jagoda, P. (2016). The source: An alternate reality game to spark STEM interest and learning among underrepresented youth. Journal of STEM Education: Innovations and Research, 17(2), 14-20
  • Gilliam, M., Jagoda, P., Fabiyi, C., Lyman, P., Wilson, C., Hill, B., & Bouris, A. (2017). Alternate reality games as an informal learning tool for generating STEM engagement among underrepresented youth: A qualitative evaluation of the source. Journal of Science Education and Technology, 26(3), 295-308. https://doi.org/10.1007/s10956-016-9679-4
  • Glencross, S., Elsom, S., Westacott, M., & Stieler-Hunt, C. (2019). Using an alternate reality game to facilitate student engagement during orientation. Student Success, 10(2), 13-22. https://doi.org/10.5204/ssj.v10i2.1298
  • Greeff, J. J., Heymann, R., Nel, A., & Carroll, J. (2018, April). Location based games as the bridge between capstone students, junior students and the public. In 2018 IEEE Global Engineering Education Conference (EDUCON) (538-546). IEEE.
  • Gwet, K. L. (2016). Testing the difference of correlated agreement coefficients for statistical significance. Educational and Psychological Measurement, 76(4), 609-637. https://doi.org/10.1177%2F0013164415596420
  • Hainey, T., Connolly, T., Stansfield, M., & Boyle, L. (2011). Arguing for multilingual motivation in Web 2.0: an evaluation of a large-scale European pilot. Handbook of Research on Improving Learning and Motivation Through Educational Games: Multidisciplinary Approaches, 240-260. https://doi.org/10.4018/978-1-60960-495-0.ch012
  • Hakulinen, L. (2012). Alternate reality game for university-level computer science education. In Proceedings of the 6th European Conference on Games Based Learning, Cork, Ireland.
  • Hansen, D., Balzotti, J., Ebeling, D., & Fine, L. (2017). Microcore: A playable case study for improving adolescents’ argumentative writing in a workplace context. Proceedings of the 50th Hawaii International Conference on System Sciences. ISBN: 978-0-9981331-0-2
  • Holand, I. S., Mozelius, P., & Skevik, T. O. (2022). Implementation of Emergency Management Exercises as Alternate Reality Games: Students’ Perceptions. International Journal of Emerging Technologies in Learning (iJET), 17(6), 181-193. https://doi.org/10.3991/ijet.v17i06.27937
  • Hou, H. T., Fang, Y. S., & Tang, J. T. (2021). Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability. Interactive Learning Environments, 1-21. https://doi.org/10.1080/10494820.2021.1961810
  • JafariNaimi, N., & Meyers, E. M. (2015, February). Collective intelligence or group think? Engaging participation patterns in World Without Oil. In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing (1872-1881). https://doi.org/10.1145/2675133.2675258
  • Jagoda, P., Gilliam, M., McDonald, P., & Russell, C. (2015). Worlding through Play: Alternate Reality Games, Large-Scale Learning, and" The Source". American Journal of Play, 8(1), 74-100.
  • Jerrett, A., Bothma, T. J., & de Beer, K. (2017). Exercising library and information literacies through alternate reality gaming. Aslib Journal of Information Management, 69(2), 230-254. https://doi.org/10.1108/AJIM-11-2016-0185
  • Kassutto, S. M., Baston, C., & Clancy, C. (2021). Virtual, augmented, and alternate reality in medical education: socially distanced but fully immersed. ATS Scholar, 2(4), 651-664. https://doi.org/10.34197/ats-scholar.2021-0002RE
  • Liang, H. Y., Hsu, T. Y., & Hwang, G. J. (2021). Promoting children's inquiry performances in alternate reality games: A mobile concept mapping‐based questioning approach. British Journal of Educational Technology, 52(5), 2000-2019. https://doi.org/10.1111/bjet.13095
  • Lupano, M., Farinetti, L., & Morreale, D. (2021, July). OPUS: an Alternate Reality Game to learn SQL at university. In 2021 IEEE 45th Annual Computers, Software, and Applications Conference (COMPSAC) (121-126). IEEE. DOI 10.1109/COMPSAC51774.2021.00028
  • Lynch, R., Mallon, B., & Connolly, C. (2015). The pedagogical application of alternate reality games: Using game-based learning to revisit history. International Journal of Game-Based Learning (IJGBL), 5(2), 18-38. https://doi.org/10.4018/ijgbl.2015040102
  • Morreale, D. (2021). Questo non è un gioco: Alternate Reality Game e spazi di negoziazione sociale. DigitCult-Scientific Journal on Digital Cultures, 5(2), 7-12. https://doi.org/10.53136/979125994120632
  • Moseley, A. (2012). An alternate reality for education?: Lessons to be learned from online immersive games. International Journal of Game-Based Learning (IJGBL), 2(3), 32-50. https://doi.org/10.4018/ijgbl.2012070103
  • Moseley, A., Whitton, N., Culver, J., & Piatt, K. (2009). Motivation in alternate reality gaming environments and implications for learning. Erişim adresi: www.leicester.figshare.com.
  • Nevelska-Hordieieva, O., Harmash, L., & Melikhova, Y. (2021). Game Essence of Alternative Reality: Methodological, Philosophical and Culturological Aspects. Agathos, 12(2), 35-46.
  • Öztürk Yurtseven, G. (2016). Yabancı dil öğretiminde alternatif gerçeklik oyunları ve öğrenen özerkliği üzerine bir çalışma. Yüksek lisans tezi, Muğla Sıtkı Koçman Üniversitesi, Muğla.
  • Pan, J., Su, X., & Zhou, Z. (2015). An alternate reality game for facility resilience (ARGFR). Procedia engineering, 118, 296-303. https://doi.org/10.1016/j.proeng.2015.08.430
  • Petticrew, M., & Roberts, H. (2006). Systematic reviews in the social sciences: A practical guide. Blackwell Publishing.
  • Pineiro-Otero, T., & Costa-Sanchez, C. (2015). ARG (alternate reality games). Contributions, limitations, and potentialities to the service of the teaching at the university level. Comunicar, 22(44), 141-148. https://doi.org/10.3916/C44-2015-15
  • Raybourn, E. M. (2012). Beyond serious games: Transmedia for more effective training & education. In International Defense and Homeland Security Simulation Workshop, DHSS. 6-12. ISBN 978-88-97999-08-9
  • Ruiz-García, D. (2020). Alternate reality games: Defining gender through an updated taxonomy. In CoSECivi (pp. 24-35).
  • Rutter, K. E. (2020). Alternate reality stories: mapping a new genre of digital fiction (Doctoral dissertation, Sheffield Hallam University).
  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-31. http://dx.doi.org/10.1016/j.ijhcs.2014.09.006
  • Stylianidou, N., Sofianidis, A., Manoli, E., & Meletiou-Mavrotheris, M. (2020). “Helping Nemo!”—Using Augmented Reality and Alternate Reality Games in the Context of Universal Design for Learning. Education Sciences, 10(4), 95. https://doi.org/10.3390/educsci10040095
  • Tsvetanova, S., Stoimenova, B., Tsvetkova, N., Connolly, T., Stansfield, M., Hainey, T., ... & Ortiz, C. R. (2009). Arguing for Multilingual Motivation in Web 2.0: a Tool for Facilitating Plurilingualism. Proceedings of ECGBL.
  • Tsvetkova, N., Stoimenova, B., Tsvetanova, S., Connolly, T. M., Stansfield, M. H., Hainey, T., ... & Ortiz, C. R. (2009). Arguing for multilingual motivation in Web 2.0: the teacher training perspective. In 3rd European conference on games-based learning (ECGBL).
  • Tulloch, R., Wolfenden, H., & Sercombe, H. (2021). Designing Alternate Reality Games for effective learning: a methodology for implementing multimodal persistent gaming in university education. Media Practice and Education, 22(2), 136-152. https://doi.org/10.1080/25741136.2020.1864179
  • Waddington, D. I. (2013). A parallel world for the World Bank: A case study of Urgent: Evoke, an educational alternate reality game. Revue internationale des technologies en pédagogie universitaire, 10(3), 42-56. https://doi.org/10.7202/1035578ar
  • Wasko, S., Rhodes, R. E., Goforth, M., Bos, N., Cowley, H. P., Matthews, G., ... & Kopecky, J. (2021). Using alternate reality games to find a needle in a haystack: An approach for testing insider threat detection methods. Computers & Security, 107, 102314. https://doi.org/10.1016/j.cose.2021.102314
  • Whitton, N. (2011). Encouraging engagement in game-based learning. International Journal of Game-Based Learning (IJGBL), 1(1), 75-84. https://doi.org/10.4018/ijgbl.2011010106
  • Whitton, N. (2012). The place of gamebased learning in an age of austerity. Electronic Journal of e-Learning, 10(2), 249-256.
  • Whitton, N., Jones, R., Wilson, S., & Whitton, P. (2014). Alternate reality games as learning environments for student induction. Interactive learning environments, 22(3), 243-252. https://doi.org/10.1080/10494820.2011.641683
  • Whitton, N., Wilson, S., Jones, R., & Whitton, P. (2008, October). Innovative induction with alternate reality games. In Proceedings of the second European conference on game-based learning. In 2nd European Conference on Game-Based Learning.
  • Zoski, K., & Jurs, S. (1993). Using multiple regression to determine the number of factors to retain in factor analysis. Multiple Linear Regression Viewpoint, 20(1), 5–9. https://doi.org/10.1016/j.cose.2021.102314
  • Zoski, K., & Jurs, S. (1996). An objective counterpart to the visual scree test for factor analysis: The standard error scree. Educational and Psychological Measurement, 56(3), 443–451. https://doi.org/10.1177/0013164496056003006

Alternative Reality Games in The Field of Education: A Systematic Review and Meta-Analysis

Yıl 2024, Cilt: 24 Sayı: 1, 458 - 480, 15.03.2024
https://doi.org/10.17240/aibuefd.2024..-1321037

Öz

The concept of gamification in educational environments has become a topic of interest day by day. Alternative reality games (ARG) are also important type of gamification activities. ARGs are games defined as immersive games that use multi-media tools, include puzzle solving and interactive narratives. In this research, it is aimed to bring together the studies on ARG and examine them in detail. For this purpose, both systematic review and meta-analysis methods were used. While 73 studies on ARGs were examined by systematic review method, 11 studies were subjected to meta-analysis to determine the effect of ARGs in teaching environments. According to the analysis results, the most work was done in 2021. The studies were mainly carried out in the USA. In general, the studies are in the article type. The sample of the study consists of higher education students, and a qualitative research method, namely the case study design, has been employed. According to the meta-analysis results, it can be said that learning activities that include ARGs have a higher effect than learning activities that do not include ARGs. In Turkey, emphasis can be given to studies on ARG. Due to the scarcity of thesis written on this subject, the number of ARG-focused theses can be increased. Implementation can also be emphasized in other education levels other than higher education. In terms of method, studies using mixed or quantitative methods can be increased. Due to the positive impact of ARGs on teaching environments, experimental studies on ARGs can be planned based on various variables.

Kaynakça

  • Abed, H., Pernelle, P., Carron, T., Benamar, C., Kechiche, M., & Baert, P. (2015, October). Serious Game Framework Focusing on Industrial Training: Application to Steel Industry. In European Conference on Games Based Learning (1-9). Academic Conferences International Limited.
  • Babichenko, D., Grieve, L., Bilodeau, E., & Koval, D. (2019, October). Implementation and assessment of three gamification strategies across multiple higher education disciplines. In Proc. Eur. Conf. Games Based Learning, Academic Conf. Int (Vol. 2019, 41-43). https://doi.org/10.34190/GBL.19.016
  • Battles, J., Glenn, V., & Shedd, L. (2011). Rethinking the library game: Creating an alternate reality with social media. Journal of Web Librarianship, 5(2), 114-131. https://doi.org/10.1080/19322909.2011.569922
  • Blumenthal, H., & Xu, Y. (2012). The ghost club storyscape: designing for transmedia storytelling. IEEE Transactions on Consumer Electronics, 58(2), 190-196.
  • Bonsignore, E., Hansen, D., Kraus, K., & Ruppel, M. (2013). Alternate reality games as platforms for practicing 21st-century literacies. Formulations & Findings 4(1), 25-54. https://doi.org/10.1162/IJLM_a_00086
  • Bonsignore, E., Hansen, D., Kraus, K., Visconti, A., & Fraistat, A. (2016, October). Roles people play: key roles designed to promote participation and learning in alternate reality games. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (78-90). DOI: http://dx.doi.org/10.1145/2967934.2968108
  • Bonsignore, E., Moulder, V., Neustaedter, C., Hansen, D., Kraus, K., & Druin, A. (2014, April). Design tactics for authentic interactive fiction: insights from alternate reality game designers. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (947-950). http://dx.doi.org/10.1145/2556288.2557245
  • Bouris, A., Mancino, J., Jagoda, P., Hill, B. J., & Gilliam, M. (2016). Reinvigorating adolescent sexuality education through alternate reality games: the case of The Source. Sex Education, 16(4), 353-367. http://dx.doi.org/10.1080/14681811.2015.1101373
  • Carolei, P., & Schlemmer, E. (2015). Alternate reality game in museum: A process to construct experiences and narratives in hybrid context. In Edulearn15 Proceedings (8037-8045). IATED. ISBN: 978-84-606-8243-
  • Chechi, A. (2020). Alternate reality game (arg) y steam: aprendizaje multidisciplinario en la enseñanza de química. Revista Areté| Revista Amazônica de Ensino de Ciências.14(28), 29-44. ISSN:1984-7505
  • Chess, S., & Booth, P. (2014). Lessons down a rabbit hole: Alternate reality gaming in the classroom. New Media & Society, 16(6), 1002-1017. https://doi.org/10.1177/1461444813497554
  • Connolly, T. M. (2008). Using Alternate Reality Games to Support the Teaching of Modern Foreign Languages. In WEBIST (1) (428-434). https://doi.org/10.5220/0001530604280434
  • Connolly, T. M., Stansfield, M., & Hainey, T. (2011). An alternate reality game for language learning: ARGuing for multilingual motivation. Computers & Education, 57(1), 1389-1415. https://doi.org/10.1016/j.compedu.2011.01.009
  • Connolly, T., Stansfield, M., Hainey, T., Josephson, J., O’Donovan, A., Ortiz, C. R., ... & Tsvetanova, S. (2008, October). Arguing for multilingual motivation In Web 2.0: Using alternate reality games to support language learning. In Proceedings of the 2nd European Conference on Games Based Learning: ECGBL (p. 95). Sonning Common, UK: Academic Conferences Limited.
  • Davies, H. (2022). The Gamification of Conspiracy: QAnon as Alternate Reality Game. Acta Ludologica, 5(1), 60-79.
  • De Barros, M. A., Andrade, V., Moura, A., Borgmann, L., & Claudino, O. (2021). Despandemia: Serious Game in Alternate Reality for Reading and Rewriting Our Intercultural World during the Covid-19 Pandemic. In CSEDU (1) (pp. 425-436). https://doi.org/10.5220/0010480804250436
  • De Barros, M. A., Andrade, V., Moura, J. A. B., Borgmann, L., Terton, U., Vieira, F., ... & Silva, J. (2019). Alternate Reality, Serious Games for Reading-Acting to Engage Population and Schools on Social Challenges. Proceedings of the 10th International Conference on Computer Supported Education. https://doi.org/10.5220/0006691102380245
  • De Barros, M. A., Andrade, V., Moura, J. A. B., Silva, J. I. A. O., Alcântara, H. M. D., Vieira, F., ... & Naviner, S. (2017). AquaGuardians: a tutorial-based education game for population engagement in water management. In CSEDU 2017: Proceedings of the 9th International Conference on Computer Supported Education. https://doi.org/10.53136/979125994120632
  • De Beer, K., & Bothma, T. (2016). Alternate reality games (ARG) as innovative digital information sources. Library Hi Tech. 34(3), 433-453. https://doi.org/10.1108/LHT-02-2016-0018
  • Deus, T. C. D., & Soares, M. H. F. B. (2020). O Jogo De Realidade Alternada Curto (Short Arg) Como Estratégia De Discussão De Conceitos Químicos Em Nível Superior. Química Nova, 43(3), 362-370. https://doi.org/10.1108/LHT-02-2016-0018
  • Dondlinger, M. J., & McLeod, J. K. (2015). Solving real world problems with alternate reality gaming: student experiences in the global Village Playground capstone course design. Interdisciplinary Journal of Problem-Based Learning, 9(2), 3. https://doi.org/10.7771/1541-5015.1488
  • Dondlinger, M. J., & Wilson, D. A. (2012). Creating an alternate reality: Critical, creative, and empathic thinking generated in the Global Village Playground capstone experience. Thinking Skills and Creativity, 7(3), 153-164. https://doi.org/10.1016/j.tsc.2012.02.001
  • El-Nasr, M. S., Harteveld, C., Fombelle, P., Nguyen, T. H., Rizzo, P., Schouten, D., ... & Inc, E. L. (2021). Advancing Methodology for Social Science Research Using Alternate Reality Games: Proof-of-Concept Through Measuring Individual Differences and Adaptability and their impact on Team Performance. arXiv preprint arXiv:2106.13740.
  • Elsom, S., Stieler-Hunt, C., & Marshman, M. (2023). Supporting learning in higher education with a curriculum-embedded alternate reality game. Interactive Learning Environments, 1-12. https://doi.org/10.1080/10494820.2023.2167838
  • Elsom, S., Westacott, M., Stieler-Hunt, C., Glencross, S., & Rutter, K. (2021). Finding resources, finding friends: using an alternate reality game for orientation and socialisation in a university enabling program. Interactive Learning Environments, 1-15. https://doi.org/10.1080/10494820.2021.1894181
  • Eschler, J., & Fullerton, S. (2014). Design Planning for an Alternate Reality Game to Support Learning of Informatics Concepts. iConference 2014. 1084-1088.
  • Fujimoto, R., & Solutions, S. L. (2010). Designing an educational alternate reality game. URL: http://goo. gl/7U6jix (дата звернення 10.04. 2019).
  • Gilliam, M., Bouris, A., Hill, B., & Jagoda, P. (2016). The source: An alternate reality game to spark STEM interest and learning among underrepresented youth. Journal of STEM Education: Innovations and Research, 17(2), 14-20
  • Gilliam, M., Jagoda, P., Fabiyi, C., Lyman, P., Wilson, C., Hill, B., & Bouris, A. (2017). Alternate reality games as an informal learning tool for generating STEM engagement among underrepresented youth: A qualitative evaluation of the source. Journal of Science Education and Technology, 26(3), 295-308. https://doi.org/10.1007/s10956-016-9679-4
  • Glencross, S., Elsom, S., Westacott, M., & Stieler-Hunt, C. (2019). Using an alternate reality game to facilitate student engagement during orientation. Student Success, 10(2), 13-22. https://doi.org/10.5204/ssj.v10i2.1298
  • Greeff, J. J., Heymann, R., Nel, A., & Carroll, J. (2018, April). Location based games as the bridge between capstone students, junior students and the public. In 2018 IEEE Global Engineering Education Conference (EDUCON) (538-546). IEEE.
  • Gwet, K. L. (2016). Testing the difference of correlated agreement coefficients for statistical significance. Educational and Psychological Measurement, 76(4), 609-637. https://doi.org/10.1177%2F0013164415596420
  • Hainey, T., Connolly, T., Stansfield, M., & Boyle, L. (2011). Arguing for multilingual motivation in Web 2.0: an evaluation of a large-scale European pilot. Handbook of Research on Improving Learning and Motivation Through Educational Games: Multidisciplinary Approaches, 240-260. https://doi.org/10.4018/978-1-60960-495-0.ch012
  • Hakulinen, L. (2012). Alternate reality game for university-level computer science education. In Proceedings of the 6th European Conference on Games Based Learning, Cork, Ireland.
  • Hansen, D., Balzotti, J., Ebeling, D., & Fine, L. (2017). Microcore: A playable case study for improving adolescents’ argumentative writing in a workplace context. Proceedings of the 50th Hawaii International Conference on System Sciences. ISBN: 978-0-9981331-0-2
  • Holand, I. S., Mozelius, P., & Skevik, T. O. (2022). Implementation of Emergency Management Exercises as Alternate Reality Games: Students’ Perceptions. International Journal of Emerging Technologies in Learning (iJET), 17(6), 181-193. https://doi.org/10.3991/ijet.v17i06.27937
  • Hou, H. T., Fang, Y. S., & Tang, J. T. (2021). Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability. Interactive Learning Environments, 1-21. https://doi.org/10.1080/10494820.2021.1961810
  • JafariNaimi, N., & Meyers, E. M. (2015, February). Collective intelligence or group think? Engaging participation patterns in World Without Oil. In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing (1872-1881). https://doi.org/10.1145/2675133.2675258
  • Jagoda, P., Gilliam, M., McDonald, P., & Russell, C. (2015). Worlding through Play: Alternate Reality Games, Large-Scale Learning, and" The Source". American Journal of Play, 8(1), 74-100.
  • Jerrett, A., Bothma, T. J., & de Beer, K. (2017). Exercising library and information literacies through alternate reality gaming. Aslib Journal of Information Management, 69(2), 230-254. https://doi.org/10.1108/AJIM-11-2016-0185
  • Kassutto, S. M., Baston, C., & Clancy, C. (2021). Virtual, augmented, and alternate reality in medical education: socially distanced but fully immersed. ATS Scholar, 2(4), 651-664. https://doi.org/10.34197/ats-scholar.2021-0002RE
  • Liang, H. Y., Hsu, T. Y., & Hwang, G. J. (2021). Promoting children's inquiry performances in alternate reality games: A mobile concept mapping‐based questioning approach. British Journal of Educational Technology, 52(5), 2000-2019. https://doi.org/10.1111/bjet.13095
  • Lupano, M., Farinetti, L., & Morreale, D. (2021, July). OPUS: an Alternate Reality Game to learn SQL at university. In 2021 IEEE 45th Annual Computers, Software, and Applications Conference (COMPSAC) (121-126). IEEE. DOI 10.1109/COMPSAC51774.2021.00028
  • Lynch, R., Mallon, B., & Connolly, C. (2015). The pedagogical application of alternate reality games: Using game-based learning to revisit history. International Journal of Game-Based Learning (IJGBL), 5(2), 18-38. https://doi.org/10.4018/ijgbl.2015040102
  • Morreale, D. (2021). Questo non è un gioco: Alternate Reality Game e spazi di negoziazione sociale. DigitCult-Scientific Journal on Digital Cultures, 5(2), 7-12. https://doi.org/10.53136/979125994120632
  • Moseley, A. (2012). An alternate reality for education?: Lessons to be learned from online immersive games. International Journal of Game-Based Learning (IJGBL), 2(3), 32-50. https://doi.org/10.4018/ijgbl.2012070103
  • Moseley, A., Whitton, N., Culver, J., & Piatt, K. (2009). Motivation in alternate reality gaming environments and implications for learning. Erişim adresi: www.leicester.figshare.com.
  • Nevelska-Hordieieva, O., Harmash, L., & Melikhova, Y. (2021). Game Essence of Alternative Reality: Methodological, Philosophical and Culturological Aspects. Agathos, 12(2), 35-46.
  • Öztürk Yurtseven, G. (2016). Yabancı dil öğretiminde alternatif gerçeklik oyunları ve öğrenen özerkliği üzerine bir çalışma. Yüksek lisans tezi, Muğla Sıtkı Koçman Üniversitesi, Muğla.
  • Pan, J., Su, X., & Zhou, Z. (2015). An alternate reality game for facility resilience (ARGFR). Procedia engineering, 118, 296-303. https://doi.org/10.1016/j.proeng.2015.08.430
  • Petticrew, M., & Roberts, H. (2006). Systematic reviews in the social sciences: A practical guide. Blackwell Publishing.
  • Pineiro-Otero, T., & Costa-Sanchez, C. (2015). ARG (alternate reality games). Contributions, limitations, and potentialities to the service of the teaching at the university level. Comunicar, 22(44), 141-148. https://doi.org/10.3916/C44-2015-15
  • Raybourn, E. M. (2012). Beyond serious games: Transmedia for more effective training & education. In International Defense and Homeland Security Simulation Workshop, DHSS. 6-12. ISBN 978-88-97999-08-9
  • Ruiz-García, D. (2020). Alternate reality games: Defining gender through an updated taxonomy. In CoSECivi (pp. 24-35).
  • Rutter, K. E. (2020). Alternate reality stories: mapping a new genre of digital fiction (Doctoral dissertation, Sheffield Hallam University).
  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-31. http://dx.doi.org/10.1016/j.ijhcs.2014.09.006
  • Stylianidou, N., Sofianidis, A., Manoli, E., & Meletiou-Mavrotheris, M. (2020). “Helping Nemo!”—Using Augmented Reality and Alternate Reality Games in the Context of Universal Design for Learning. Education Sciences, 10(4), 95. https://doi.org/10.3390/educsci10040095
  • Tsvetanova, S., Stoimenova, B., Tsvetkova, N., Connolly, T., Stansfield, M., Hainey, T., ... & Ortiz, C. R. (2009). Arguing for Multilingual Motivation in Web 2.0: a Tool for Facilitating Plurilingualism. Proceedings of ECGBL.
  • Tsvetkova, N., Stoimenova, B., Tsvetanova, S., Connolly, T. M., Stansfield, M. H., Hainey, T., ... & Ortiz, C. R. (2009). Arguing for multilingual motivation in Web 2.0: the teacher training perspective. In 3rd European conference on games-based learning (ECGBL).
  • Tulloch, R., Wolfenden, H., & Sercombe, H. (2021). Designing Alternate Reality Games for effective learning: a methodology for implementing multimodal persistent gaming in university education. Media Practice and Education, 22(2), 136-152. https://doi.org/10.1080/25741136.2020.1864179
  • Waddington, D. I. (2013). A parallel world for the World Bank: A case study of Urgent: Evoke, an educational alternate reality game. Revue internationale des technologies en pédagogie universitaire, 10(3), 42-56. https://doi.org/10.7202/1035578ar
  • Wasko, S., Rhodes, R. E., Goforth, M., Bos, N., Cowley, H. P., Matthews, G., ... & Kopecky, J. (2021). Using alternate reality games to find a needle in a haystack: An approach for testing insider threat detection methods. Computers & Security, 107, 102314. https://doi.org/10.1016/j.cose.2021.102314
  • Whitton, N. (2011). Encouraging engagement in game-based learning. International Journal of Game-Based Learning (IJGBL), 1(1), 75-84. https://doi.org/10.4018/ijgbl.2011010106
  • Whitton, N. (2012). The place of gamebased learning in an age of austerity. Electronic Journal of e-Learning, 10(2), 249-256.
  • Whitton, N., Jones, R., Wilson, S., & Whitton, P. (2014). Alternate reality games as learning environments for student induction. Interactive learning environments, 22(3), 243-252. https://doi.org/10.1080/10494820.2011.641683
  • Whitton, N., Wilson, S., Jones, R., & Whitton, P. (2008, October). Innovative induction with alternate reality games. In Proceedings of the second European conference on game-based learning. In 2nd European Conference on Game-Based Learning.
  • Zoski, K., & Jurs, S. (1993). Using multiple regression to determine the number of factors to retain in factor analysis. Multiple Linear Regression Viewpoint, 20(1), 5–9. https://doi.org/10.1016/j.cose.2021.102314
  • Zoski, K., & Jurs, S. (1996). An objective counterpart to the visual scree test for factor analysis: The standard error scree. Educational and Psychological Measurement, 56(3), 443–451. https://doi.org/10.1177/0013164496056003006
Toplam 68 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Alan Eğitimleri (Diğer)
Bölüm Makaleler
Yazarlar

Tuğba Oğuz 0000-0003-0384-6119

Burcu Duman 0000-0001-7414-8866

Yayımlanma Tarihi 15 Mart 2024
Gönderilme Tarihi 30 Haziran 2023
Yayımlandığı Sayı Yıl 2024 Cilt: 24 Sayı: 1

Kaynak Göster

APA Oğuz, T., & Duman, B. (2024). Eğitim Alanında Alternatif Gerçeklik Oyunları: Sistematik Bir İnceleme ve Meta-Analiz Çalışması. Abant İzzet Baysal Üniversitesi Eğitim Fakültesi Dergisi, 24(1), 458-480. https://doi.org/10.17240/aibuefd.2024..-1321037