Araştırma Makalesi
BibTex RIS Kaynak Göster

Video Oyunların Eğitim Araştırmalarında Kullanımı: Bir Sistematik Tarama

Yıl 2021, Cilt: 21 Sayı: 1, 185 - 212, 24.03.2021
https://doi.org/10.18037/ausbd.902597

Öz

Bu araştırmada video oyunların eğitim araştırmalarındaki mevcut durumunun incelenmesi ve araştırma eğilimlerinin belirlenmesi amaçlanmıştır. 2007-2019 yılları arasında yayınlanan ve başlığında “video oyunları” anahtar sözcükleri olan, Web of Science veritabanında Social Sciences Citation Index (SSCI) indeksli 67 makalenin sistematik tarama yöntemiyle incelenmesiyle araştırma gerçekleştirilmiştir. Araştırma sonucunda, 2017 ve 2019 yıllarında yayın sayılarının en üst noktaya ulaştığı, en fazla Fen Bilimleri alanında video oyunlar araştırmalarının yapıldığı, en çok duyuşsal ve motivasyonel öğrenme çıktılarının elde edildiği ve oyunların en çok video oyun konsollarında oynandığı bulgusuna ulaşılmıştır. Kullanılan araştırma yöntemine ilişkin bulgular incelendiğinde, en çok nicel yöntemin tercih edildiği, veri toplama aracı olarak en çok testlerin kullanıldığı, örneklem grubu olarak ilköğretim öğrencilerinin seçildiği bulgusuna ulaşılmıştır. Kuramsal yaklaşımlara ilişkin ise oyun tabanlı öğrenme yaklaşımının en fazla tercih edilen öğrenme yaklaşımı olduğu belirlenmiştir. Ayrıca, araştırma bulgularına dayalı olarak bazı önerilerde bulunulmuştur.

Kaynakça

  • Adams, B. J., Margaron, F. ve Kaplan, B. J. (2012). Comparing video games and laparoscopic simulators in the development of laparoscopic skills in surgical residents. Journal of Surgical Education, 69(6), 714-717. doi: 10.1016/j.jsurg.2012.06.006
  • Barnett, A., Cerin, E., ve Baranowski, T. (2011). Active video games for youth: A systematic review. Journal of Physical Activity and Health, 8(5), 724-737. doi: 10.1123/jpah.8.5.724
  • Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S. ve Bavelier, D. (2018). Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological Bulletin, 144(1), 77-110. doi: 10.1037/bul0000130
  • Beserra, V., Nussbaum, M. ve Oteo, M. (2019). On-task and off-task behavior in the classroom: A study on mathematics learning with educational video games. Journal of Educational Computing Research, 56(8), 1361-1383. doi: 10.1177/0735633117744346
  • Beserra, V., Nussbaum, M., Zeni, R., Rodriguez, W. ve Wurman, G. (2014). Practising arithmetic using educational video games with an interpersonal computer. Journal of Educational Technology ve Society, 17(3), 343-358. Erişim adresi: https://www.jstor.org/stable/jeductechsoci.17.3.343?seq=1#metadata_info_tab_contents
  • Bonney, E., Jelsma, D., Ferguson, G. ve Smits-Engelsman, B. (2017). Variable training does not lead to better motor learning compared to repetitive training in children with and without DCD when exposed to active video games. Research in Developmental Disabilities, 62, 124–136. doi: 10.1016/j.ridd.2017.01.013
  • Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M. ... ve Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178-192. doi: 10.1016/j.compedu.2015.11.003
  • Brand, J. E., Knight, S. ve Majewski, J. (2003). The diverse worlds of computer games: a content analysis of spaces, populations, styles and narratives. DiGRA konferansında sunulan bildiri. Erişim adresi: http://www.digra.org/wp-content/uploads/digital-library/05150.06387.pdf
  • Bullen, T., Katchabaw, M. J. ve Dyer-Witheford, N. (2006). Automating content analysis of video games. Canadian Game Studies Association (CGSA) Symposium (s. 22-24). Erişim adresi: https://journals.sfu.ca/loading/index.php/loading/article/view/5/2
  • Caroux, L., Isbister, K., Le Bigot, L. ve Vibert, N. (2015). Player–video game interaction: A systematic review of current concepts. Computers in Human Behavior, 48, 366-381. doi: 10.1016/j.chb.2015.01.066
  • Ceranoglu, T. A. (2010). Star Wars in psychotherapy: Video games in the office. Academic Psychiatry, 34(3), 233-236. doi: 10.1176/appi.ap.34.3.233
  • Chen, H. J. H. ve Yang, T. Y. C. (2013). The impact of adventure video games on foreign language learning and the perceptions of learners. Interactive Learning Environments, 21(2), 129-141. doi: 10.1080/10494820.2012.705851
  • Clark, D. B., Tanner-Smith, E. E. ve Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79-122. doi: 10.3102/0034654315582065
  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T. ve Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686. doi: 10.1016/j.compedu.2012.03.004
  • Corredor, J., Gaydos, M. ve Squire, K. (2014). Seeing change in time: Video games to teach about temporal change in scientific phenomena. Journal of Science Education and Technology, 23(3), 324-343. doi: 10.1007/s10956-013-9466-4
  • Cruz, C., Hanus, M. D. ve Fox, J. (2017). The need to achieve: Players' perceptions and uses of extrinsic meta-game reward systems for video game consoles. Computers in Human Behavior, 71, 516-524. doi: 10.1016/j.chb.2015.08.017
  • Çoban, M., Yılmaz, R. M., Yılmaz, T. K. ve Göktaş, Y. (2016). Üç boyutlu oyunların eğitimde kullanılması. Bayburt Eğitim Fakültesi Dergisi, 11(1), 172-187. Erişim adresi: https://dergipark.org.tr/tr/download/article-file/214871
  • Del Pozo, M. M., Gómez-Pablos, V. B. ve Muñoz-Repiso, A. G. V. (2017). A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: Previous experience with video games can make the difference. International Journal of Educational Technology in Higher Education, 14(11), 1-18. doi: 10.1186/s41239-017-0050-5
  • Durkin, K. ve Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Journal of Applied Developmental Psychology, 23(4), 373–392. doi: 10.1016/S0193-3973(02)00124-7
  • Dybå, T. ve Dingsøyr, T. (2008). Empirical studies of agile software development: A systematic review. Information and Software Technology, 50(9-10), 833-859. doi: 10.1016/j.infsof.2008.01.006
  • Gallup, J. ve Serianni, B. (2017). Developing friendships and an awareness of emotions using video games: Perceptions of four young adults with autism. Education and Training in Autism and Developmental Disabilities, 52(2), 120-131.
  • Garneli, V. ve Chorianopoulos, K. (2018). Programming video games and simulations in science education: exploring computational thinking through code analysis. Interactive Learning Environments, 26(3), 386-401. doi: 10.1080/10494820.2017.1337036
  • Gower, L. ve McDowall, J. (2012). Interactive music video games and children's musical development. British Journal of Music Education, 29(1), 91-105. doi: 10.1017/S0265051711000398
  • Graafland, M., Schraagen, J. M. ve Schijven, M. P. (2012). Systematic review of serious games for medical education and surgical skills training. British Journal of Surgery, 99(10), 1322-1330. doi: 10.1002/bjs.8819
  • Haaranen, A., Rissanen, T., Laatikainen, T. ve Kauhanen, J. (2014). Digital and video games in health promotion: Systematic review of games and health behavior. Finnish Journal of eHealth and eWelfare, 6(4), 153-163.
  • Hanghøj, T., Lieberoth, A. ve Misfeldt, M. (2018). Can cooperative video games encourage social and motivational inclusion of at‐risk students?. British Journal of Educational Technology, 49(4), 775-799. doi: 10.1111/bjet.12642
  • Hawkins, I., Ratan, R., Blair, D. ve Fordham, J. (2019). The effects of gender role stereotypes in digital learning games on motivation for stem achievement. Journal of Science Education and Technology, 28(6), 628-637. doi: 10.1007/s10956-019-09792-w
  • Holbert, N. ve Wilensky, U. (2019). Designing educational video games to be objects-to-think-with. Journal of the Learning Sciences, 28(1), 32-72. doi: 10.1080/10508406.2018.1487302
  • Huizinga, J. (1949). Homo ludens: A study of the play-element in culture. London: Routledge ve Kegan Paul.
  • Hung, H.-T., Yang, J. C. ve Tsai, Y.-C. (2020). Student game design as a literacy practice: A 10-year review. Educational Technology ve Society, 23(1), 50–63. Erişim adresi: https://www.jstor.org/stable/26915406?seq=1#metadata_info_tab_contents
  • Hutton, E. ve Sundar, S. S. (2010). Can video games enhance creativity? Effects of emotion generated by Dance Dance Revolution. Creativity Research Journal, 22(3), 294-303. doi: 10.1080/10400419.2010.503540
  • Ibrahim, K. (2019). Foreign language practice in simulation video games: An analysis of game‐based FL use dynamics. Foreign Language Annals, 52(2), 335-357. doi: 10.1111/flan.12388
  • ISFE. (2019). Europe’s video games industry key facts 2019. Erişim adresi: https://www.isfe.eu/wp-content/uploads/2019/08/ISFE-Key-Facts-Brochure-FINAL.pdf
  • Israel, M., Wang, S. ve Marino, M. T. (2016). A multilevel analysis of diverse learners playing life science video games: Interactions between game content, learning disability status, reading proficiency, and gender. Journal of Research in Science Teaching, 53(2), 324-345. doi: 10.1002/tea.21273
  • Kangas, M., Koskinen, A. ve Krokfors, L. (2017). A qualitative literature review of educational games in the classroom: The teacher’s pedagogical activities. Teachers and Teaching, 23(4), 451-470. doi: 10.1080/13540602.2016.1206523
  • Karaçam, Z. (2014). Sistematik derleme metodolojisi: Sistematik derleme hazırlamak için bir rehber. Dokuz Eylül Üniversitesi Hemşirelik Fakültesi Elektronik Dergisi, 6(1), 26-33. Erişim adresi: https://dergipark.org.tr/tr/download/article-file/753523
  • Karasar, N. (2006). Bilimsel araştırma yöntemi. Ankara: Nobel Yayın Dağıtım.
  • Kenny, R. F. ve McDaniel, R. (2011). The role teachers' expectations and value assessments of video games play in their adopting and integrating them into their classrooms. British Journal of Educational Technology, 42(2), 197-213. doi: 10.1111/j.1467-8535.2009.01007.x
  • Kron, F. W., Gjerde, C. L., Sen, A. ve Fetters, M. D. (2010). Medical student attitudes toward video games and related new media technologies in medical education. BMC Medical Education, 10(1), 50. doi: 10.1186/1472-6920-10-50
  • Kuss, D. J. ve Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278-296. doi: 10.1007/s11469-011-9318-5
  • Lieury, A., Lorant, S., Trosseille, B., Champault, F. ve Vourc’h, R. (2016). Video games vs. reading and school/cognitive performances: A study on 27000 middle school teenagers. Educational Psychology, 36(9), 1560-1595. doi: 10.1080/01443410.2014.923556
  • Lookadoo, K. L., Bostwick, E. N., Ralston, R., Elizondo, F. J., Wilson, S., Shaw, T. J. ve Jensen, M. L. (2017). “I forgot i wasn’t saving the world”: The use of formative and summative assessment in instructional video games for undergraduate biology. Journal of Science Education and Technology, 26(6), 597-612. doi: 10.1007/s10956-017-9701-5
  • Lu, A. S. ve Kharrazi, H. (2018). A state-of-the-art systematic content analysis of games for health. Games for Health Journal, 7(1), 1-15. doi: 10.1089/g4h.2017.0095
  • Manero, B., Torrente, J., Serrano, Á., Martínez-Ortiz, I. ve Fernández-Manjón, B. (2015). Can educational video games increase high school students' interest in theatre?. Computers & Education, 87, 182-191. doi: 10.1016/j.compedu.2015.06.006
  • Marino, M. T., Gotch, C. M., Israel, M., Vasquez III, E., Basham, J. D. ve Becht, K. (2014). UDL in the middle school science classroom: Can video games and alternative text heighten engagement and learning for students with learning disabilities?. Learning Disability Quarterly, 37(2), 87-99. doi: 10.1177/0731948713503963
  • Marino, M. T., Israel, M., Beecher, C. C. ve Basham, J. D. (2013). Students’ and teachers’ perceptions of using video games to enhance science instruction. Journal of Science Education and Technology, 22(5), 667-680. doi: 10.1007/s10956-012-9421-9
  • Martin-Gutierrez, J., Luis Saorin, J., Martin-Dorta, N. ve Contero, M. (2009). Do video games improve spatial abilities of engineering students?. International Journal of Engineering Education, 25(6), 1194-1204. Erişim adresi: https://dialnet.unirioja.es/servlet/articulo?codigo=7416669
  • Masek, M., Boston, J., Lam, C. P. ve Corcoran, S. (2017). Improving mastery of fractions by blending video games into the Math classroom. Journal of Computer Assisted Learning, 33(5), 486-499. doi: 10.1111/jcal.12194
  • Miles, M. B. ve Huberman, A. M. (1994). Qualitative data analysis: An expande sourcebook. CA: Thousand Oaks, Sage.
  • Moher, D., Shamseer, L., Clarke, M., Ghersi, D., Liberati, A., Petticrew, M. ... ve Stewart, L. A. (2015). Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement. Systematic Reviews, 4(1), 1. doi: 10.1186/2046-4053-4-1
  • Okur, M. ve Aygenc, E. (2017). Video games as teaching and learning tool for environmental and space design. Eurasia Journal of Mathematics, Science and Technology Education, 14(3), 977-985. doi: 10.12973/ejmste/80932
  • Ouariachi, T., Olvera-Lobo, M. D., Gutiérrez-Pérez, J. ve Maibach, E. (2019). A framework for climate change engagement through video games. Environmental Education Research, 25(5), 701-716. doi: 10.1080/13504622.2018.1545156
  • Palaus, M., Marron, E. M., Viejo-Sobera, R. ve Redolar-Ripoll, D. (2017). Neural basis of video gaming: A systematic review. Frontiers in Human Neuroscience, 11, 248. doi: 10.3389/fnhum.2017.00248
  • Paney, A. S. (2015). Singing video games may help improve pitch-matching accuracy. Music Education Research, 17(1), 48-56. doi: 10.1080/14613808.2014.969218
  • Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education, 53(3), 603-622. doi: 10.1016/j.compedu.2009.04.001
  • Phan, Q. A. ve Tan, V. (2017). Play with bad words: A content analysis of profanity in video games. Acta Ludica-International Journal of Game Studies, 1(1), 7-30. Erişim adresi: https://www.actaludica.com/ojs/index.php/actaludica/article/view/10/4
  • Piaget, J. (1962). Play, dreams and imitation in childhood. New York: W.W. Norton.
  • Sánchez-Mena, A. ve Martí-Parreño, J. (2017). Teachers acceptance of educational video games: A comprehensive literature review. Journal of e-Learning and Knowledge Society, 13(2). doi: 10.20368/1971-8829/1319
  • Sánchez-Mena, A., Martí-Parreño, J. ve Aldás-Manzano, J. (2019). Teachers’ intention to use educational video games: The moderating role of gender and age. Innovations in Education and Teaching International, 56(3), 318-329. doi: 10.1080/14703297.2018.1433547
  • Schmierbach, M. (2009). Content analysis of video games: Challenges and potential solutions. Communication Methods and Measures, 3(3), 147-172. doi: 10.1080/19312450802458950
  • Sezgin, S., Bozkurt, A., Yılmaz, E. A. ve van der Linden, N. (2018). Oyunlaştırma, eğitim ve kuramsal yaklaşımlar: Öğrenme süreçlerinde motivasyon, adanmışlık ve sürdürebilirlik. Mehmet Akif Ersoy Üniversitesi Eğitim Fakültesi Dergisi, 2018(45), 169-189. doi: 10.21764/maeuefd.339909
  • Statista (2019a). Video game industry - statistics ve facts. Erişim adresi: https://www.statista.com/topics/868/video-games/
  • Statista (2019b). Video game market value worldwide from 2012 to 2021. Erişim adresi: https://www.statista.com/statistics/292056/video-game-market-value-worldwide/
  • Statista (2020). Video games. Erişim adresi: https://www.statista.com/outlook/203/100/video-games/worldwide#market-users
  • Statista (2021). Number of active video gamers worldwide from 2015 to 2023. Erişim adresi: https://www.statista.com/statistics/748044/number-video-gamers-world/
  • Sun, C. T., Ye, S. H. ve Wang, Y. J. (2015). Effects of commercial video games on cognitive elaboration of physical concepts. Computers & Education, 88, 169-181. doi: 10.1016/j.compedu.2015.05.002
  • Ward, M. R. (2018). Cutting class to play video games. Information Economics and Policy, 42, 11-19. doi: 10.1016/j.infoecopol.2017.10.001
  • Watson, A. M., Alber, J. M., Barnett, T. E., Mercado, R. ve Bernhardt, J. M. (2016). Content analysis of anti-tobacco videogames: Characteristics, content, and qualities. Games for Health Journal, 5(3), 216-223. doi: 10.1089/g4h.2015.0096
  • Ye, S. H., Hsiao, T. Y. ve Sun, C. T. (2018). Using commercial video games in flipped classrooms to support physical concept construction. Journal of Computer Assisted Learning, 34(5), 602-614. doi: 10.1111/jcal.12267
  • You, S., Kim, E. ve No, U. (2015). Impact of violent video games on the social behaviors of adolescents: The mediating role of emotional competence. School Psychology International, 36(1), 94-111. doi: 0.1177/0143034314562921
  • Zeng, N., Pope, Z., Lee, J. E. ve Gao, Z. (2017). A systematic review of active video games on rehabilitative outcomes among older patients. Journal of Sport and Health Science, 6(1), 33-43. doi: 10.1016/j.jshs.2016.12.002
Toplam 71 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Hakan Altınpulluk

Yayımlanma Tarihi 24 Mart 2021
Gönderilme Tarihi 16 Aralık 2020
Yayımlandığı Sayı Yıl 2021 Cilt: 21 Sayı: 1

Kaynak Göster

APA Altınpulluk, H. (2021). Video Oyunların Eğitim Araştırmalarında Kullanımı: Bir Sistematik Tarama. Anadolu Üniversitesi Sosyal Bilimler Dergisi, 21(1), 185-212. https://doi.org/10.18037/ausbd.902597