Ayrıca, araştırma bulgularına dayalı olarak bazı önerilerde bulunulmuştur.
📌 3 Key Takeaways
🎯
Objective & Hypothesis: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.
📊
Key Findings & Data: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.
💡
Conclusion & Impact:Ayrıca, araştırma bulgularına dayalı olarak bazı önerilerde bulunulmuştur.
🔬Design:Survey & Empirical Study
📍Scope:2007-2019 Verileri
⚙️Variables:Eğilimler · Eğitim Araştırmaları · Video Oyunları
Özet
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.
Altınpulluk, H. (2021). Video Oyunların Eğitim Araştırmalarında Kullanımı: Bir Sistematik Tarama. Anadolu Üniversitesi Sosyal Bilimler Dergisi, Cilt: 21 Sayı: 1, 185–212. https://doi.org/10.18037/ausbd.902597
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
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
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.
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
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
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
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
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
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
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