Araştırma Makalesi
BibTex RIS Kaynak Göster

PEDAGOGICAL CHALLENGES ENCOUNTERED IN THE DESIGN OF VIRTUAL WORLDS AS A LEARNING ENVIRONMENT

Yıl 2018, , 157 - 170, 15.07.2018
https://doi.org/10.17943/etku.364110

Öz

Although
virtual worlds emerged as a socialization environments, they have being used in
various areas of education. In these environments, there are several studies
focusing on challenges in teaching and learning, however what pedagogical
challenges that instructional designers experience during the design in virtual
worlds was not elaborated. In this study, the pedagogical challenges faced by
designers of virtual worlds in designing the learning-teaching process have
been investigated. 15 experts who participated in the virtual world design
process have attended. A 30-item questionnaire developed by researchers was
used as a data collection tool. The results showed that experts have
difficulties especially in monitoring, evaluating, scaffolding and feedback in
virtual worlds. Based on the results, how these challenges might be overcome
are discussed.

Kaynakça

  • Baker, S. C., Wentz, R. K., ve Woods, M. M. (2009). Using virtual worlds in education: Second Life® as an educational tool. Teaching of Psychology, 36(1), 59-64.
  • Baydas, O., Karakus, T., Topu, F. B., Yilmaz, R., Ozturk, M. E., ve Goktas, Y. (2015). Retention and flow under guided and unguided learning experience in 3D virtual worlds. Computers in Human Behavior, 44(2015), 96-102.
  • Çoban, M. ve Göktaş, Y. (2013). Üç boyutlu sanal dünyalarda öğretim materyalleri geliştiren tasarımcıların karşılaştıkları sorunlar. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 9(2), 275-287.
  • Dickey, M. D. (2005). Brave new (interactive) worlds: A review of the design affordances and constraints of two 3D virtual worlds as interactive learning environments. Interactive Learning Environments, 13(1-2), 121-137.
  • Dickey, M. D. (2011). The pragmatics of virtual worlds for K-12 educators: Investigating the affordances and constraints of Active Worlds and Second Life with K-12 in-service teachers. Educational technology research and development, 59(1), 1-20.
  • Downey, S. (2011). i-MMOLE: Instructional framework for creating virtual world lessons. TechTrends: Linking Research and Practice to Improve Learning, 55(6), 33-41.
  • Dreher, C., Reiners, T., Dreher, N., ve Dreher, H. (2009). Virtual worlds as a context suited for information systems education: Discussion of pedagogical experience and curriculum design with reference to Second Life. Journal of Information Systems Education, 20(2), 211.
  • Duncan, I., Miller, A., ve Jiang, S. (2012). A taxonomy of virtual worlds usage in education. British Journal of Educational Technology, 43(6), 949-964.
  • Farahmand, F., Yadav, A., ve Spafford, E. H. (2013). Risks and uncertainties in virtual worlds: An educators’ perspective. Journal of Computing in Higher Education, 25(2), 49-67.
  • Fraenkel, J.R., Wallen, N.E. ve Hyun, H. H. (2012). How to design & evaluate research in education (8th Edt.). London: McGraw Hill.
  • Jarmon, L., Traphagan, T., Mayrath, M., ve Trivedi, A. (2009). Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life. Computers & Education, 53(1), 169-182.
  • Karakus Yilmaz, T., ve Cagiltay, K. (2016). Designing and developing game-like learning experience in virtual worlds: Challenges and design decisions of novice instructional designers. Contemporary Educational Technology, 7(3), 206-222.
  • Kluge, S., ve Riley, L. (2008). Teaching in virtual worlds: Opportunities and challenges. Issues in Informing Science and Information Technology, 5(2008), 127-135.
  • Lemmon, C., Lui, S. M., Cottrell, D., ve Hamilton, J. (2012). Challenges to develop an interactive 3D virtual world for psychological experiments. In Proceedings of the European Conference on Games Based Learning (pp. 278-284).
  • Pfeil, U., Ang, C. S., ve Zaphiris, P. (2009). Issues and challenges of teaching and learning in 3D virtual worlds: Real life case studies. Educational Media International, 46(3), 223-238.
  • Robbins, R. W., ve Butler, B. S. (2009). Selecting a virtual world platform for learning. Journal of Information Systems Education, 20(2), 199-210.
  • Savin-Baden, M., Gourlay, L., Tombs, C., Steils, N., Tombs, G., ve Mawer, M. (2010). Situating pedagogies, positions and practices in immersive virtual worlds. Educational Research, 52(2), 123-133.
  • Smart, J., Cascio, J., ve Paffendorf, J. (2007). Metaverse roadmap: pathways to the 3D web. Metaverse: a cross-industry public foresight project.
  • Tokel, S. T., ve Topu, F. B. (2017). 3B Sanal Dünyalar ve Kullanım Alanları. Yüksel Göktaş (Ed.), Eğitimde sanal dünyaların kullanımı (s. 1-24). Ankara: Pegem Akademi.
  • Topu, F. B. (2017). 3B Sanal Öğrenme Ortamlarının Geliştirilme Süreci. Yüksel Göktaş (Ed.), Eğitimde sanal dünyaların kullanımı (s. 43-58). Ankara: Pegem Akademi.
  • Warburton, S. (2009). Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British Journal of Educational Technology, 40(3), 414-426.
  • Warburton, S., García, M. P., ve Russell, D. (2009). 3D design and collaboration in massively multi-user virtual environments (MUVEs). Donna Russell(Ed.), Cases on collaboration in virtual learning environments: Processes and interactions, (pp.27-41). Hershey, PA: IGI Global.
  • Wood, W. W. (2010). Faculty perceptions about virtual world technology: Affordances and barriers to adoptione. Doktora tezi. The Collage of Education, Georgia State University, Atlanta.
  • Zhang, H. (2013). Pedagogical challenges of spoken English learning in the Second Life virtual world: A case study. British Journal of Educational Technology, 44(2), 243-254.

BİR ÖĞRENME ORTAMI OLARAK SANAL DÜNYALARIN TASARIMINDA KARŞILAŞILAN PEDAGOJİK ZORLUKLAR

Yıl 2018, , 157 - 170, 15.07.2018
https://doi.org/10.17943/etku.364110

Öz

Sanal dünyalar bir sosyalleşme ortamı olarak ortaya
çıkmasına rağmen, eğitimde kullanımları da gün geçtikçe yaygınlaşmaktadır. Bu
çalışmada sanal dünyalarda tasarım yapan uzmanların öğrenme-öğretme sürecini
tasarlarken karşılaştıkları pedagojik zorluklar araştırılmıştır. Sanal dünya
tasarım süreçlerinde rol almış 15 uzmanın katıldığı çalışmada veri toplama
aracı olarak araştırmacılar tarafından geliştirilen 30 maddelik anket
kullanılmıştır.  Sonuçta tasarımcıların
özellikle öğrencilere geri bildirim verme, öğrenci davranışlarını takip etme,
değerlendirme ve rehberlik etme süreçlerinde zorlandıkları belirlenmiştir. Bu
sonuçlar ışığında, belirtilen zorlukların aşılması için neler yapılması
gerektiği çalışmada tartışılmıştır.

Kaynakça

  • Baker, S. C., Wentz, R. K., ve Woods, M. M. (2009). Using virtual worlds in education: Second Life® as an educational tool. Teaching of Psychology, 36(1), 59-64.
  • Baydas, O., Karakus, T., Topu, F. B., Yilmaz, R., Ozturk, M. E., ve Goktas, Y. (2015). Retention and flow under guided and unguided learning experience in 3D virtual worlds. Computers in Human Behavior, 44(2015), 96-102.
  • Çoban, M. ve Göktaş, Y. (2013). Üç boyutlu sanal dünyalarda öğretim materyalleri geliştiren tasarımcıların karşılaştıkları sorunlar. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 9(2), 275-287.
  • Dickey, M. D. (2005). Brave new (interactive) worlds: A review of the design affordances and constraints of two 3D virtual worlds as interactive learning environments. Interactive Learning Environments, 13(1-2), 121-137.
  • Dickey, M. D. (2011). The pragmatics of virtual worlds for K-12 educators: Investigating the affordances and constraints of Active Worlds and Second Life with K-12 in-service teachers. Educational technology research and development, 59(1), 1-20.
  • Downey, S. (2011). i-MMOLE: Instructional framework for creating virtual world lessons. TechTrends: Linking Research and Practice to Improve Learning, 55(6), 33-41.
  • Dreher, C., Reiners, T., Dreher, N., ve Dreher, H. (2009). Virtual worlds as a context suited for information systems education: Discussion of pedagogical experience and curriculum design with reference to Second Life. Journal of Information Systems Education, 20(2), 211.
  • Duncan, I., Miller, A., ve Jiang, S. (2012). A taxonomy of virtual worlds usage in education. British Journal of Educational Technology, 43(6), 949-964.
  • Farahmand, F., Yadav, A., ve Spafford, E. H. (2013). Risks and uncertainties in virtual worlds: An educators’ perspective. Journal of Computing in Higher Education, 25(2), 49-67.
  • Fraenkel, J.R., Wallen, N.E. ve Hyun, H. H. (2012). How to design & evaluate research in education (8th Edt.). London: McGraw Hill.
  • Jarmon, L., Traphagan, T., Mayrath, M., ve Trivedi, A. (2009). Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life. Computers & Education, 53(1), 169-182.
  • Karakus Yilmaz, T., ve Cagiltay, K. (2016). Designing and developing game-like learning experience in virtual worlds: Challenges and design decisions of novice instructional designers. Contemporary Educational Technology, 7(3), 206-222.
  • Kluge, S., ve Riley, L. (2008). Teaching in virtual worlds: Opportunities and challenges. Issues in Informing Science and Information Technology, 5(2008), 127-135.
  • Lemmon, C., Lui, S. M., Cottrell, D., ve Hamilton, J. (2012). Challenges to develop an interactive 3D virtual world for psychological experiments. In Proceedings of the European Conference on Games Based Learning (pp. 278-284).
  • Pfeil, U., Ang, C. S., ve Zaphiris, P. (2009). Issues and challenges of teaching and learning in 3D virtual worlds: Real life case studies. Educational Media International, 46(3), 223-238.
  • Robbins, R. W., ve Butler, B. S. (2009). Selecting a virtual world platform for learning. Journal of Information Systems Education, 20(2), 199-210.
  • Savin-Baden, M., Gourlay, L., Tombs, C., Steils, N., Tombs, G., ve Mawer, M. (2010). Situating pedagogies, positions and practices in immersive virtual worlds. Educational Research, 52(2), 123-133.
  • Smart, J., Cascio, J., ve Paffendorf, J. (2007). Metaverse roadmap: pathways to the 3D web. Metaverse: a cross-industry public foresight project.
  • Tokel, S. T., ve Topu, F. B. (2017). 3B Sanal Dünyalar ve Kullanım Alanları. Yüksel Göktaş (Ed.), Eğitimde sanal dünyaların kullanımı (s. 1-24). Ankara: Pegem Akademi.
  • Topu, F. B. (2017). 3B Sanal Öğrenme Ortamlarının Geliştirilme Süreci. Yüksel Göktaş (Ed.), Eğitimde sanal dünyaların kullanımı (s. 43-58). Ankara: Pegem Akademi.
  • Warburton, S. (2009). Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British Journal of Educational Technology, 40(3), 414-426.
  • Warburton, S., García, M. P., ve Russell, D. (2009). 3D design and collaboration in massively multi-user virtual environments (MUVEs). Donna Russell(Ed.), Cases on collaboration in virtual learning environments: Processes and interactions, (pp.27-41). Hershey, PA: IGI Global.
  • Wood, W. W. (2010). Faculty perceptions about virtual world technology: Affordances and barriers to adoptione. Doktora tezi. The Collage of Education, Georgia State University, Atlanta.
  • Zhang, H. (2013). Pedagogical challenges of spoken English learning in the Second Life virtual world: A case study. British Journal of Educational Technology, 44(2), 243-254.
Toplam 24 adet kaynakça vardır.

Ayrıntılar

Bölüm Makaleler
Yazarlar

Ömer Koçak

Türkan Karakuş Yılmaz

Yüksel Göktaş

Yayımlanma Tarihi 15 Temmuz 2018
Yayımlandığı Sayı Yıl 2018

Kaynak Göster

APA Koçak, Ö., Karakuş Yılmaz, T., & Göktaş, Y. (2018). BİR ÖĞRENME ORTAMI OLARAK SANAL DÜNYALARIN TASARIMINDA KARŞILAŞILAN PEDAGOJİK ZORLUKLAR. Eğitim Teknolojisi Kuram Ve Uygulama, 8(2), 157-170. https://doi.org/10.17943/etku.364110