Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
A heuristic evaluation to support the instructional and enjoyment aspects of a math game
Date
2017-01-01
Author
YENİ, Sabiha
Çağıltay, Kürşat
Metadata
Show full item record
This work is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
.
Item Usage Stats
143
views
0
downloads
Cite This
Purpose - The purpose of this paper is to provide information about the design principles of educational games in the context of an educational math game example to educational game developers and instructors. Especially, it tries to demonstrate the importance of the academic content-fantasy integration and entertainment factors of educational games from the viewpoint of the experts. For this purpose, as a sample, an educational math game was examined to see how successful is the academic aspect, fantasy aspect, academic-fantasy aspects integration and enjoyment aspect of the game. Good aspects of the game and aspects need improvement were summarized for guidance to game developers while producing educational games.
Subject Keywords
Educational game
,
Academic-fantasy context
,
Expert review
,
GameFlow
,
Heuristic evaluation
,
RETAIN model
URI
https://hdl.handle.net/11511/39075
Journal
PROGRAM-ELECTRONIC LIBRARY AND INFORMATION SYSTEMS
DOI
https://doi.org/10.1108/prog-07-2016-0050
Collections
Department of Computer Education and Instructional Technology, Article
Suggestions
OpenMETU
Core
THE PERCEPTION OF PRESERVICE ICT TEACHERS ABOUT USING DIGITAL GAMES IN EDUCATIONAL SETTINGS
Sevim, Nese; Kaplan, Göknur; Islim, Omer Faruk (2012-07-04)
The current study is designed as a quantitative study, which aims to investigate preservice ICT teachers' perceptions about the use of digital games for educational purposes within educational settings. The participants of the study are preservice ICT teachers who are currently enrolled in the Middle East Technical University, which is one of the top-notch universities in Turkey as well as one of the top 100 universities in the world. In this study, survey method was used. A questionnaire that contained fif...
An Ontology – based approach to design a serious game for teacher education
Dehghan, Sanam; İşler, Veysi; Department of Modeling and Simulation (2015)
Increasing popularity of serious games draws many game designers’ attention and encourages developers to involve with the field of education. In this respect, an effective serious game design becomes prominent to attain a place in the domain. That is, a successful serious game design should attach importance to educational constituents as well as game design components. On the other hand, merely adding a limited number of game elements into an educational simulation could not lead to a successful serious ga...
The Experiences of gamer and non-gamer mining engineering students in playing simulation game for educational purposes: a phenomenological study
Sevim, Neşe; Yıldırım, Zahide; Çağıltay, Kürşat; Department of Computer Education and Instructional Technology (2014)
Games can be an effective educational tool which increases the engagement and motivation of the students while they are having fun. But, how these games should be adapted for education in engineering department remains a challenge. In the literature, there are few studies that investigate the effectiveness of simulation games in engineering education. However, these studies did not reveal the experience of students in game based learning environment in details. The purpose of this phenomenological study is ...
An Exploratory study on the use of facebook by pre-service teachers in Turkey and the U.S.A: a mixed method design
Atabek, Oğuzhan; Yıldırım, İbrahim Soner; Department of Computer Education and Instructional Technology (2013)
A cross-cultural explanatory sequential mixed method design was utilized to investigate the implementability of social networking services for educational purposes. It was aimed to shed light on the nature of relationship between the use of social networking services and pre-service teachers’ personality, motivation to use Facebook, motives to use Facebook, and attitude towards using Facebook. In addition to that, it was aimed to understand the perceived usefulness and feasibility of Social networking servi...
IT TEACHERS' PERCEPTION ABOUT USING GAMES IN EDUCATION
Kaplan, Göknur; Sevim, Nese (2011-11-16)
The current study is a quantitative study that aims to investigate Information Technology (IT) teachers' perceptions about using games in education. In this study survey method was used. A questionnaire was administered to a total of 31 IT teachers (18 male and 13 female). The analysis revealed an important issue regarding the perception of IT teachers about the educational use of games. The results showed that when the teachers are asked to answer a generic question about the use of games in education, the...
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
S. YENİ and K. Çağıltay, “A heuristic evaluation to support the instructional and enjoyment aspects of a math game,”
PROGRAM-ELECTRONIC LIBRARY AND INFORMATION SYSTEMS
, pp. 406–423, 2017, Accessed: 00, 2020. [Online]. Available: https://hdl.handle.net/11511/39075.