Journals / Üniversite Araştırmaları Dergisi / 2026 / Cilt: 9 Sayı: 3

Reflections of Digital Game-Based Learning and Metaverse Environments on Educational Material Design Processes in Visual Arts Education: A Case Study

Görsel Sanatlar Eğitiminde Dijital Oyun Tabanlı Öğrenme ve Metaverse Ortamlarının Eğitim Materyali Tasarım Sürecine Yansımaları: Bir Durum Çalışması

Fırat Bilal(Afyonkarahisar Sağlık Bilimleri Üniversitesi)0000-0003-3353-1935
Pages
322–334
Publication Date
2026-09-20
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

Findings indicate that DGBL and metaverse environments enhance student motivation and engagement, and that gamification mechanics - when applied with deliberate pedagogical intent - support autonomy and flow experiences.

📌 3 Key Takeaways

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Objective & Hypothesis:This study examines the educational material design processes of pre-service visual arts teachers based on digital game-based learning (DGBL) and metaverse environments.
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Key Findings & Data:Analysis across three cases addressed: (1) a multi-user virtual environment (MUVE) built in Roblox for art-language integration, (2) overcoming traditional material resistance through digital sculpting tools, and (3) a narrative-based interactive design process.
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Conclusion & Impact:Findings indicate that DGBL and metaverse environments enhance student motivation and engagement, and that gamification mechanics - when applied with deliberate pedagogical intent - support autonomy and flow experiences.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:dijital oyun tabanlı öğrenme · metaverse · oyunlaştırma

Abstract

This study examines the educational material design processes of pre-service visual arts teachers based on digital game-based learning (DGBL) and metaverse environments. Conducted as a qualitative case study, data were collected through student journals, in-class audio/video recordings, semi-structured interviews, and prototype outputs. Analysis across three cases addressed: (1) a multi-user virtual environment (MUVE) built in Roblox for art-language integration, (2) overcoming traditional material resistance through digital sculpting tools, and (3) a narrative-based interactive design process. Findings indicate that DGBL and metaverse environments enhance student motivation and engagement, and that gamification mechanics - when applied with deliberate pedagogical intent - support autonomy and flow experiences. The management of the balance between educational purpose and play, moderation strategies, and the formation of pedagogical justification in digital tool selection are also discussed.

Özet

Bu çalışma, görsel sanatlar öğretmeni adaylarının dijital oyun tabanlı öğrenme (DGBL) ve metaverse ortamlarına dayalı eğitim materyali tasarım süreçlerini incelemeyi amaçlamaktadır. Nitel durum çalışması deseninde yürütülen araştırmada veriler; öğrenci günlükleri, sınıf içi video ve ses kayıtları, yarı yapılandırılmış görüşmeler ve prototip ürünler aracılığıyla toplanmıştır. Üç vaka üzerinden yürütülen analizde; (1) Roblox platformunda geliştirilen çok kullanıcılı sanal ortam (MUVE) ve sanat-dil entegrasyonu, (2) dijital heykel araçlarıyla geleneksel malzeme direncinin aşılması ve (3) anlatı tabanlı interaktif tasarım süreci ele alınmıştır. Bulgular, DGBL ve metaverse ortamlarının öğrenci motivasyonunu ve katılımını artırdığını, oyunlaştırma mekaniklerinin bilinçli pedagojik kararlarla uygulandığında özerklik ve akış (flow) deneyimini desteklediğini göstermektedir.

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Cite This Article

Bilal, F. (2026). Reflections of Digital Game-Based Learning and Metaverse Environments on Educational Material Design Processes in Visual Arts Education: A Case Study. Üniversite Araştırmaları Dergisi, Cilt: 9 Sayı: 3, 322–334. https://doi.org/10.32329/uad.1930429

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