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- Title
Eğitimde Dijitalleşme Kapsamında Oyunlaştırma Kavramı.
- Authors
Tılıç, Görkem
- Abstract
Gamification is defined as "using game design elements in non-gaming contexts" (Deterding et al., 2011); It is used as an entertaining method that increases motivation in solving problems and creating target behaviors for solution in many fields such as education, health and marketing. In this article, it was underlined that with the developments in the world of the 21st century and the COVID-19 (Coronavirus) pandemic, which was suspended from face-to-face education, new technologies have become inseparable elements from education; It was aimed to draw attention to the importance of using gamification as an approach in solving the lack of interest, focus and motivation experienced by students in the learning process. In this context, 3 digital gamification examples named 'Reading Tree', 'ClassDojo' and 'Game On', which can be used for students at 12- year compulsory education period (K-12) were examined by comparative descriptive analysis method within the scope of gamification elements (dynamics, mechanics, components) and gamification frameworks (D6, Octalysis and Hook ) and recommendations were made.
- Publication
Sanat ve Tasarim Dergisi, 2020, Issue 26, p671
- ISSN
1308-2264
- Publication type
Article