Journals / Afyon Kocatepe Üniversitesi Fen ve Mühendislik Bilimleri Dergisi / 2026 / Cilt: 24 Sayı: 2

Design and Development of Projection Based Kinesthetic English Learning Module

Projeksiyon Tabanlı Kinestetik İngilizce Öğrenme Modülünün Tasarımı ve Geliştirilmesi

Deniz Yıldız(AFYON KOCATEPE ÜNİVERSİTESİ)0000-0001-6626-1922
Büşra Er(Afyon Kocatepe Üniversitesi)0000-0001-9682-8651
Ugur Fidan(AFYON KOCATEPE ÜNİVERSİTESİ)0000-0003-0356-017X
Mehmet Yıldız(AFYON KOCATEPE ÜNİVERSİTESİ)0000-0003-3481-7775
Pages
308–319
Publication Date
2024-04-29
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AI Summary & Key Takeaways

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

In this study, the technical specifications and design methods required for the hardware, software and physical layout of the system are explained.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:Nowadays, screen addiction is increasing in parallel with developing technology.
📊
Key Findings & Data:However, it is considered that it is possible for children to be more physically active with the opportunities brought by technology, and to increase their cognitive performance and improve their learning skills with gamified elements that appeal to different learning skills such as attention, focus and cognitive flexibility.
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Conclusion & Impact:In this study, the technical specifications and design methods required for the hardware, software and physical layout of the system are explained.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:İngilizce Eğitimi · Kinestetik Öğrenme · Ekran Bağımlılığı

Abstract

Nowadays, screen addiction is increasing in parallel with developing technology. Accordingly, it is seen that there are problems in society regarding time management, social isolation, sleep disorders, eye disorders, attention and focus. However, it is considered that it is possible for children to be more physically active with the opportunities brought by technology, and to increase their cognitive performance and improve their learning skills with gamified elements that appeal to different learning skills such as attention, focus and cognitive flexibility. Studies in the literature prove that practices that encourage individuals to take action have positive effects on learning. In this study, it was aimed to develop a gamified projection-based learning tool by enabling the individual to move in a wide area in learning environments. The developed system is designed for words/word groups that are among the achievements of 3 separate topics in the primary school 4th grade English curriculum. For the English word learning module, individuals' joint positions were digitized through cameras and sensors. In the game system where this data is used, children are offered the opportunity to both play and learn by moving in a wide area with educational game contents. In this study, the technical specifications and design methods required for the hardware, software and physical layout of the system are explained.

Özet

Günümüzde ekran bağımlılığı gelişen teknolojiyle paralel olarak artmaktadır. Buna bağlı olarak toplumda zaman yönetimi, sosyal izolasyon, uyku bozukluğu, göz rahatsızlıkları, dikkat ve odaklanma konularında problemlerin yaşandığı görülmektedir. Fakat teknolojinin getirdiği imkânlarla çocukların fiziksel olarak daha aktif olmaları, ayrıca dikkat, odaklanma, bilişsel esneklik gibi farklı öğrenme becerilerine hitap eden oyunlaştırılmış ögelerle bilişsel performanslarının arttırılıp öğrenme becerilerinin geliştirilmesinin mümkün olduğu değerlendirilmektedir. Literatürde yapılan çalışmalar, bireyleri harekete teşvik eden uygulamaların öğrenme üzerindeki olumlu etkileri olduğunu kanıtlamaktadır. Bu çalışmada öğrenme ortamlarında bireyin geniş bir alanda hareketini sağlayarak oyunlaştırılmış projeksiyon tabanlı öğrenme aracının geliştirilmesi amaçlanmıştır. Geliştirilen sistem ilkokul 4. sınıf İngilizce müfredatındaki 3 ayrı konu başlığının kazanımları arasında olan kelime/kelime grupları için tasarlanmıştır. İngilizce kelime öğrenme modülü için bireylerin eklem pozisyonları kamera ve sensörler aracılığıyla sayısallaştırılmıştır. Bu verilerin kullanıldığı oyun sisteminde eğitici oyun içerikleriyle çocuklara geniş bir alanda hareket ederek hem oyun oynama hem öğrenme imkânı sunulmaktadır. Bu çalışma ile sistemin donanım, yazılım ve fiziki yerleşimi için gerekli teknik özellikler ve tasarım metotları açıklanmıştır.

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Cite This Article

Yıldız, D., Er, B., Fidan, U., Yıldız, M. (2024). Design and Development of Projection Based Kinesthetic English Learning Module. Afyon Kocatepe Üniversitesi Fen ve Mühendislik Bilimleri Dergisi, Cilt: 24 Sayı: 2, 308–319. https://doi.org/10.35414/akufemubid.1342816

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