You are here

ÖĞRENCİLERİN EĞİTSEL BİLGİSAYAR OYUNU KULLANIMINA İLİŞKİN GÖRÜŞLERİ: SOSYAL BİLGİLER DERSİ ÖRNEĞİ

STUDENTS’ OPINIONS OF EDUCATIONAL COMPUTER GAME UTILIZATION: A SOCIAL STUDIES COURSE CASE

Journal Name:

Publication Year:

Abstract (2. Language): 
The purpose of this study is to investigate the opinions of students towards the utilization of educational computer games in their courses. The study was conducted for 9 weeks with twenty-four 6th grade students attending a Social Studies class in a private school located in Ankara, Turkey. The results of this qualitative study indicated that students liked the educational computer game environment, and their motivation towards Social Studies course increased due to the utilization of the game as a supportive course element.
Abstract (Original Language): 
Bu araştırmanın amacı, örgün eğitimdeki derslerde eğitsel bilgisayar oyunu kullanımına ilişkin öğrenci görüşlerini ortaya çıkarmaktır. Çalışma, Ankara ilindeki özel bir İlköğretim okulunun 6. sınıfında Sosyal Bilgiler dersini alan 24 öğrenci ile 9 hafta boyunca gerçekleştirilmiştir. Nitel araştırma yöntemleri kullanılan araştırmanın sonucunda öğrencilerin eğitsel oyun ortamını beğendikleri ve böyle bir ortamın Sosyal Bilgiler dersinde destekleyici olarak kullanılmasının onların derse olan motivasyonlarını artırdığı bulunmuştur.
27-37

REFERENCES

References: 

Airasian, P.W., & Walsh, M.E. (1997). Constructivist cautions. Phi Delta Kappan, 78, 444-449.
Barab, S., & Dede, C. (2007). Games and immersive participatory simulations for science education: An emerging type of
curricula. Journal of Science Education and Technology, 16(1), 1-3.
Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: A game without guns.
Educational Technology Research & Development, 53(1), 86-107.
Bayırtepe, E. ve Tüzün, H. (2007). Oyun-tabanlı öğrenme ortamlarının öğrencilerin bilgisayar dersindeki başarıları ve özyeterlik algıları üzerine etkileri (The effects of game-based learning environments on students’ achievement and
self-efficacy in a computer course). Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 33, 41-54.
Can, G., ve Cagiltay, K. (2006). Turkish prospective teachers' perceptions regarding the use of computer games with
educational features. Educational Technology & Society, 9(1), 308-321.
Erdem. M. (1992). İlköğretimde fen bilgisi ve sosyal bilgiler derslerinin içeriklerinin düzenlenişindeki ilkeler. Hacettepe
Üniversitesi Eğitim Fakültesi Dergisi, 8, 335-338.
Gee, J.P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave/Macmillan.
Hongyan, M., Yong Lu, E., Turner, S., & Guofang, W. (2007). An empirical investigation of digital cheating and plagiarism
among middle school students. American Secondary Education, 35(2), 69-82.
Karakuş, T., İnal, Y., ve Çağıltay, K. (2008). A descriptive study of Turkish high school students’ game-playing
characteristics and their considerations concerning the effects of games. Computers in Human Behavior, 24(6),
2520-2529.
Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning (Futurelab Series, Report 8). Bristol, UK:
Futurelab.
Kula, A. ve Erdem, M. (2005). Öğretimsel bilgisayar oyunlarının temel aritmetik işlem becerilerinin gelişmesine etkisi.
Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 29, 127-136. A. BAKAR-H. TÜZÜN-K. ÇAĞILTAY / H. Ü. Eğitim Fakültesi Dergisi (H. U. Journal of Education), 35 (2008), 27-37
36
Lim, C.P., Nonis, D., & Hedberg, J. (2006). Gaming in a 3D multiuser virtual environment: Engaging students in science
lessons. British Journal of Educational Technology, 37(2), 211-231.
Linderoth, J., Lantz-Andersson, A., & Lindström, B. (2002). Electronic exaggerations and virtual worries: Mapping research
of computer games relevant to the understanding of children’s game play. Contemporary Issues in Early
Childhood, 3(2), 226-250.
Mitchell, S. (2007). Penguins and plagiarism: Stemming the tide of plagiarism in elementary school. Library Media
Connection, 25(7), 47.
Papert, S. (1994). The children’s machine: Rethinking school in the age of the computer. New York, NY: Basic Books.
Patton, M.Q. (1980). Qualitative evaluation methods. Beverly Hills, CA: Sage.
Shaffer, D.W., Squire, K.R., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. Phi Delta Kappan,
87(2), 104-111.
Steinkuehler, C.A. (2004). Learning in massively multiplayer online games. In Kafai, Y.B., Sandoval, W.A., Enyedy, N.,
Nixon, A.S. & Herrera, F. (Eds.), Proceedings of the 6th International Conference of the Learning Sciences,
Mahwah, NJ, USA: Erlbaum, 521-528.
Tuzun, H. (2004). Motivating learners in educational computer games. Unpublished doctoral dissertation, Indiana
University, Bloomington.
Tüzün, H. (2006). Eğitsel bilgisayar oyunları ve bir örnek: Quest Atlantis. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi,
30, 220-229.
Tüzün, H. (2007). Blending video games with learning: Issues and challenges with classroom implementations in the Turkish
context. British Journal of Educational Technology, 38(3), 465-477.
Wang, M., Poole, M., Harris, B., & Wangemann, P. (2001). Promoting online collaborative learning experiences for
teenagers. Educational Media International, 38(4), 203-215.
Weber, R.P. (1990). Basic content analysis (2nd ed.). Newbury Park, CA: Sage.
Whelan, D.L. (2005). Let the games begin. School Library Journal, 51(4), 40-43.

Thank you for copying data from http://www.arastirmax.com