Journals / Bayburt Eğitim Fakültesi Dergisi / 2016 / Cilt: 11 - Sayı: 1

Using of Three-Dimensional Games in Education

Üç Boyutlu Oyunların Eğitimde Kullanılması

Pages
172–187
Publication Date
2016-03-01
DOI
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AI Summary & Key Takeaways

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

Obtained results show that various technologies are used in these games, gaming experience and play rates differ according to educational level of gamers and that games are used in many fields like mathematics, geography and science.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:The aim of this research is to examine and evaluate three dimensional (3D) games used in education.
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Key Findings & Data:This research focuses on tools and materials used in 3D games, age and educational profile of users, educational fields, teaching techniques used in games and the educational attainment gained according to educational fields.
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Conclusion & Impact:Obtained results show that various technologies are used in these games, gaming experience and play rates differ according to educational level of gamers and that games are used in many fields like mathematics, geography and science.
🔬Design:Research Article
📍Scope:2009-2013 Verileri
⚙️Variables:Bilgisayar oyunları · eğitsel oyunlar · oyun-tabanlı öğrenme

Abstract

The aim of this research is to examine and evaluate three dimensional (3D) games used in education. This research focuses on tools and materials used in 3D games, age and educational profile of users, educational fields, teaching techniques used in games and the educational attainment gained according to educational fields. This study utilizes content analysis method and sample of this research consists of 28 separate studies about 3D games published in SSCI or SCI indexed journal during 2009-2013. Obtained results show that various technologies are used in these games, gaming experience and play rates differ according to educational level of gamers and that games are used in many fields like mathematics, geography and science. It was observed that games provide an important contribution to the motivation and learning skills of gamers. The results of this study are important as they provide future researches valuable information about educational fields that lack coverage in 3D games, developing appropriate solutions regarding these fields and determining how 3D games can be used in educational fields more effectively.

Özet

Bu araştırmanın amacı; eğitimde kullanılan üç boyutlu (3B) oyunları incelemek ve değerlendirmektir. Araştırmada; 3B oyunlarda kullanılan araç ve materyaller, kullanıcı kitlesine ait yaş ve eğitim seviyesi, oyunlarda yer alan öğrenme alanları, kullanılan öğretim yaklaşımları ve öğrenme alanlarına göre elde edinilen kazanımlar incelenmiştir. İçerik analizi yönteminin kullanıldığı araştırmanın örneklemini 2009-2013 yıllarını kapsayan, SSCI veya SCI indeksli dergilerde yayınlanan ve eğitim amaçlı kullanılan 3B oyunlarla ilgili 28 çalışma oluşturmaktadır. Elde edilen bulgulara göre; oyunlarda çeşitli teknolojilerin kullanıldığı, eğitim düzeyine göre farklı oranlarda oyun oynama deneyimlerinin bulunduğu, matematik, coğrafya, fen bilgisi gibi pek çok alanda kullanıldığı belirlenmiştir. Oyunların motivasyon ve öğrenmeye önemli katkılar sağladığı görülmüştür. Bu araştırmadan elde edilen sonuçlar; gelecekteki araştırmacıların 3B oyunlar hakkında hangi konularla ilgili öğrenme boşluklarının olduğunu bilmelerine, bu konulara uygun çözüm yolları geliştirebilmelerine ve 3B oyunların eğitim alanlarında nasıl daha etkili olarak kullanılması gerektiğine ilişkin bulgular vermesi bakımından önemlidir.

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Cite This Article

ÇOBAN, M., YILMAZ, R. M., YILMAZ, T. K., GÖKTAŞ, Y. (2016). Using of Three-Dimensional Games in Education. Bayburt Eğitim Fakültesi Dergisi, Cilt: 11 - Sayı: 1, 172–187. https://ajindex.com/articles/55989

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