Teaching Practice
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MinecraftEdu ile Beden Eğitiminde Yeni Nesil Harmanlanmış Öğrenme Ortamları Tasarımı

Year 2024, Volume: 16 Issue: 3, 208 - 223, 29.12.2024
https://doi.org/10.55929/besad.1562235

Abstract

Beden eğitimi ve spor dersi öğretim programının amacı, öğrencilerde beceri geliştirmek ve yaşam boyu fiziksel aktivite alışkanlığı kazandırmanın yanında onları, duygusal, sosyal ve bilişsel yönlerden de geliştirmektir. Bu uygulama, beden eğitimi ve spor dersine yönelik özgün bir ders tasarımı sunarak, harmanlanmış öğrenme modeli ile dijital oyun temelli bir öğretim süreci geliştirmeyi amaçlamaktadır. Araştırmada, geleneksel öğretim yöntemleri ile dijital oyunların entegrasyonu sonucu ortaya çıkan bu modelin, spor eğitimi bağlamında nasıl uygulanabileceğine dair detaylı bir tasarım örneği sunulmuştur. Bu yaklaşımda, öğrencilerin hem gerçek dünyada hem de sanal ortamda takım görevlerini yerine getirmesi sağlanmış ve böylece dijital oyunlar aracılığıyla spor kültürü desteklenmiştir. Ders tasarımı, öğrencilerin dijital dünyadaki yaratıcı inşalarla bireysel sorumluluklarını fark etmelerine ve takım çalışmasını geliştirmelerine olanak tanıyan bir yapı sunmuştur.

Ethical Statement

Bu çalışmanın etik kurul izni Ankara Üniversitesi Sosyal Bilimler Alt Etik Kurulu'ndan 02/03/2023 tarihinde 06-77 onay sayısı alınmıştır.

References

  • Alawajee, O., & Delafield-Butt, J. (2021). Minecraft in education benefits learning and social engagement. International Journal of Game-Based Learning, 11(4), 19–56. https://doi.org/10.4018/ijgbl.2021100102
  • Ellison, T. L., Evans, J. N., & Pike, J. (2016). Minecraft, teachers, parents, and learning: What they need to know and understand. School Community Journal, 26(1). https://files.eric.ed.gov/fulltext/EJ1123979.pdf
  • Ennis, C. D. (1999). Creating a culturally relevant curriculum for disengaged girls. Sport, Education and Society, 4(1), 31–49.
  • Hewett, K. J. E. (2016). The Minecraft project: Predictors for academic success and 21st century skills gamers are learning through video game experiences (Unpublished master’s thesis). Texas A&M University-Corpus Christi.
  • Keskin, E. (2018). Yeni nesil bir öğrenim aracı olarak “Minecraft.” Digital Age. https://digitalage.com.tr/yeni-nesil-bir-ogrenim-araci-olarak-minecraft/
  • Kirk, D. (2005). Physical education, youth sport and lifelong participation: The importance of early learning experiences. European Physical Education Review, 11(3), 239–255.
  • Lalima, D., & Lata Dangwal, K. (2017). Blended learning: An innovative approach. Universal Journal of Educational Research, 5(1), 129–136. https://doi.org/10.13189/ujer.2017.050116
  • MEB. (2018). Beden eğitimi ve spor dersi öğretim programı (Ortaokul 5, 6, 7 ve 8. sınıflar). http://mufredat.meb.gov.tr/ProgramDetay.aspx?PID=324
  • Mosston, M., & Ashworth, S. (2008). Teaching physical education (First Online Edition). https://spectrumofteachingstyles.org/assets/files/book/Teaching_Physical_Edu_1st_Online.pdf
  • Osguthorpe, R. T., & Graham, C. R. (2003). Blended learning environments: Definitions and directions. The Quarterly Review of Distance Education, 4(3), 227–233.
  • Prensky, M. (2001). Digital natives, digital immigrants, part 1. On the Horizon, 9(5), 3–6. https://doi.org/10.1108/10748120110424816
  • Siedentop, D. (1994). Sport education: Quality PE through positive sport experiences. Champaign, IL: Human Kinetics.
  • Siedentop, D., Hastie, P., & van der Mars, H. (2011). Complete guide to sport education (2nd ed.). Champaign, IL: Human Kinetics.
  • Tonbuloğlu, B. (2024). An evaluation of game-based computer science course designs: The example of MinecraftEdu. Education and Information Technologies, 29, 4843–4883. https://doi.org/10.1007/s10639-023-11996-y
  • Uluslararası Pickleball Federasyonu (IFP). (2022). Court dimensions. https://theipf.org/fundamentals.html
  • Yin, R. (2014). Case study research: Design and methods (5th ed.). Thousand Oaks, CA: Sage Publications.
  • Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M., & Yukhymenko, M. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of Educational Research, 82(1), 61–89. https://doi.org/10.3102/0034654312436980

Designing New Generation Blended Learning Environments in Physical Education with MinecraftEdu

Year 2024, Volume: 16 Issue: 3, 208 - 223, 29.12.2024
https://doi.org/10.55929/besad.1562235

Abstract

The aim of the physical education and sports curriculum is to develop students' skills and lifelong physical activity habits, as well as to develop them emotionally, socially and cognitively. This practice, aims to develop a digital game-based teaching process with a blended learning model by presenting an original course design for physical education and sports course. The study presents a detailed design example of how this model, which emerged as a result of the integration of traditional teaching methods and digital games, can be applied in the context of sports education model. This approach enabled students to fulfill team tasks both in the real world and in the virtual environment, thus promoting sports culture through digital games. The course design provided a structure that allowed students to realize their individual responsibilities and develop teamwork through creative constructions in the digital world.

References

  • Alawajee, O., & Delafield-Butt, J. (2021). Minecraft in education benefits learning and social engagement. International Journal of Game-Based Learning, 11(4), 19–56. https://doi.org/10.4018/ijgbl.2021100102
  • Ellison, T. L., Evans, J. N., & Pike, J. (2016). Minecraft, teachers, parents, and learning: What they need to know and understand. School Community Journal, 26(1). https://files.eric.ed.gov/fulltext/EJ1123979.pdf
  • Ennis, C. D. (1999). Creating a culturally relevant curriculum for disengaged girls. Sport, Education and Society, 4(1), 31–49.
  • Hewett, K. J. E. (2016). The Minecraft project: Predictors for academic success and 21st century skills gamers are learning through video game experiences (Unpublished master’s thesis). Texas A&M University-Corpus Christi.
  • Keskin, E. (2018). Yeni nesil bir öğrenim aracı olarak “Minecraft.” Digital Age. https://digitalage.com.tr/yeni-nesil-bir-ogrenim-araci-olarak-minecraft/
  • Kirk, D. (2005). Physical education, youth sport and lifelong participation: The importance of early learning experiences. European Physical Education Review, 11(3), 239–255.
  • Lalima, D., & Lata Dangwal, K. (2017). Blended learning: An innovative approach. Universal Journal of Educational Research, 5(1), 129–136. https://doi.org/10.13189/ujer.2017.050116
  • MEB. (2018). Beden eğitimi ve spor dersi öğretim programı (Ortaokul 5, 6, 7 ve 8. sınıflar). http://mufredat.meb.gov.tr/ProgramDetay.aspx?PID=324
  • Mosston, M., & Ashworth, S. (2008). Teaching physical education (First Online Edition). https://spectrumofteachingstyles.org/assets/files/book/Teaching_Physical_Edu_1st_Online.pdf
  • Osguthorpe, R. T., & Graham, C. R. (2003). Blended learning environments: Definitions and directions. The Quarterly Review of Distance Education, 4(3), 227–233.
  • Prensky, M. (2001). Digital natives, digital immigrants, part 1. On the Horizon, 9(5), 3–6. https://doi.org/10.1108/10748120110424816
  • Siedentop, D. (1994). Sport education: Quality PE through positive sport experiences. Champaign, IL: Human Kinetics.
  • Siedentop, D., Hastie, P., & van der Mars, H. (2011). Complete guide to sport education (2nd ed.). Champaign, IL: Human Kinetics.
  • Tonbuloğlu, B. (2024). An evaluation of game-based computer science course designs: The example of MinecraftEdu. Education and Information Technologies, 29, 4843–4883. https://doi.org/10.1007/s10639-023-11996-y
  • Uluslararası Pickleball Federasyonu (IFP). (2022). Court dimensions. https://theipf.org/fundamentals.html
  • Yin, R. (2014). Case study research: Design and methods (5th ed.). Thousand Oaks, CA: Sage Publications.
  • Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M., & Yukhymenko, M. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of Educational Research, 82(1), 61–89. https://doi.org/10.3102/0034654312436980
There are 17 citations in total.

Details

Primary Language Turkish
Subjects Physical Training and Sports Pedagogy
Journal Section Review
Authors

Hande Buşra Eren 0000-0003-4849-9851

Semiyha Tuncel 0000-0003-0075-821X

Publication Date December 29, 2024
Submission Date October 6, 2024
Acceptance Date December 12, 2024
Published in Issue Year 2024 Volume: 16 Issue: 3

Cite

APA Eren, H. B., & Tuncel, S. (2024). MinecraftEdu ile Beden Eğitiminde Yeni Nesil Harmanlanmış Öğrenme Ortamları Tasarımı. Journal of Physical Education and Sports Studies, 16(3), 208-223. https://doi.org/10.55929/besad.1562235