Oyunlaştırma ve E Öğrenme



Oyunlaştırma Tasarımı
Tunga, Yeliz (2016-12-01)
Short-term modification of sleep-wake habits by gamification: a user study
İlhan, Ayşe Ezgi; Şener Pedgley, Bahar; Hacıhabiboğlu, Hüseyin; Department of Modeling and Simulation (2015)
Gamification is used as a tool to persuade and motivate people to achieve hard-to-perform tasks through the use of game mechanics. It can help to change people’s habits in a positive direction, thus to get subjective well-being in the long run. Sleep-wake behaviors are important determinants of a day-to-day well-being. Management of sleep-wake habits of individuals is a potential area that can benefit from gamification. This study aimed to find out whether it was possible to modify sleep-wake habits using g...
A Proposal of an instructional design model for gamified learning environments: Geld model
Aldemir, Tuğçe; Kaplan Akıllı, Göknur; Yükseltürk, Erman; Department of Computer Education and Instructional Technology (2015)
This study is an attempt to develop an instructional design model for gamified learning environments. It is hoped that the model developed in this study could be used as a guide in designing a gamified instructional environment. The main contention of the study is that combining the methods of the traditional teaching with the methods made possible by the computer age would open up new possibilities to enhance the motivations of learners. Technological changes since the last decade of the 20th century has g...
The Effect of gamified instruction about computer technology terms on undergraduate students’ achievement
Mizam, Nigar; Aşkun, Cengiz Savaş; Department of Computer Education and Instructional Technology (2019)
The purpose of this study is to find out how gamified instruction affects the undergraduate learners’ achievement in computer technology terms. The study designed as experimental study. For this study, 34 first year undergraduate students from Department of Computer Education and Instructional Technology at Middle East Technical University were selected. In this study, randomized posttest-only control group design was used to control testing threat to internal validity. Gamified and nongamified groups were ...
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 ...
Citation Formats
Y. Tunga, “Oyunlaştırma ve E Öğrenme,” presented at the 9th International Computer & Instructional Technologies Symposium, Afyonkarahisar, Türkiye, 2015, Accessed: 00, 2021. [Online]. Available: http://icits2015.org/uploads/ICITS2015_Abstract_Proceedings.pdf.