Journals / Journal of Advanced Research in Natural and Applied Sciences / 2022 / Cilt: 8 - Sayı: 4

Recommendations for the Integration of Educational Digital Games on the STEAM Digital Game Platform into the Electrical and Electronics Engineering Teaching Curriculum

STEAM Dijital Oyun Platformunda Bulunan Eğitici İçerikli Dijital Oyunların Elektrik-Elektronik Mühendisliği Öğretim Müfredatına Entegrasyonu İçin Öneriler

Pages
555–568
Publication Date
2022-12-15
DOI
—
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AI Summary & Key Takeaways

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

As a result, it has been stated that the mentioned games can be added to the curriculum of the Department of Electrical and Electronics Engineering, but there are deficiencies that need to be taken into account and suggestions are presented.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:In this article, digital video games with educational content are discussed and some evaluations have been made within the STEM (Science, Technology, Engineering, Mathematics) philosophy for their integration into Electrical-Electronics engineering.
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Key Findings & Data:STEAM, digital game distribution platform, which bears the same name with the STEAM (Science, Technology, Engineering, Arts, Mathematics) philosophy, which was expanded by adding the concept of art to the STEM concept, offers more than 30,000 games.
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Conclusion & Impact:As a result, it has been stated that the mentioned games can be added to the curriculum of the Department of Electrical and Electronics Engineering, but there are deficiencies that need to be taken into account and suggestions are presented.
🔬Design:Review & Systematic Survey
📍Scope:Comprehensive Sample
⚙️Variables:STEAM platformu · Elektrik-Elektronik Mühendisliği Eğitimi · Bilim teknoloji

Abstract

In this article, digital video games with educational content are discussed and some evaluations have been made within the STEM (Science, Technology, Engineering, Mathematics) philosophy for their integration into Electrical-Electronics engineering. STEAM, digital game distribution platform, which bears the same name with the STEAM (Science, Technology, Engineering, Arts, Mathematics) philosophy, which was expanded by adding the concept of art to the STEM concept, offers more than 30,000 games. This platform also stands out as the platform that offers the most educational digital video games. Digital video games with educational content make a positive contribution to increasing motivation, field proficiency and teamwork by enabling students to participate more in the lesson. In order to determine the educational games, more than 100 games were evaluated in STEAM game distribution platform and those with educational content were determined. After the selected-game reviews were presented, it was evaluated according to the most downloaded and positive comments. Since the absence of classification for the dijital video games with educational content, a recommendation are proposed. As a result, it has been stated that the mentioned games can be added to the curriculum of the Department of Electrical and Electronics Engineering, but there are deficiencies that need to be taken into account and suggestions are presented.

Özet

Bu makalede eğitici içeriğe sahip dijital video oyunları ele alınmış olup Elektrik-Elektronik Mühendisliğine entegrasyonu için STEM (Bilim, Teknoloji, Mühendislik, Matematik) felsefesi içinde bazı değerlendirilmeler yapılmıştır. STEM kavramına daha sonradan sanat kavramı da eklenerek genişletilen STEAM (Bilim, Teknoloji, Mühendislik, Sanat, Matematik) felsefesiyle aynı ismi taşıyan STEAM dijital oyun dağıtım platform 30.000’i geçen sayıda oyun sunmaktadır. Bu platform ayrıca en fazla eğitici içerikli dijital video oyunu sunan platform olarak dikkat çekmektedir. Eğitici içeriğe sahip dijital oyunlar öğrencilerin derse daha fazla katılımını sağlayarak motivasyonun arttırılmasına, alan yeterliliğine ve takım çalışmasına olumlu katkı sunmaktadır. Eğitici içerikli oyunların belirlenmesi için STEAM oyun platformu içinde 100’den fazla oyun değerlendirmeye alınmış ve eğitici içeriğe sahip olanlar belirlenmiştir. Örnek olarak seçilen bazı oyunlar için incelemeler sunulduktan sonra en fazla indirilme ve olumlu yorum alma durumlarına göre değerlendirilmiştir. Literatürde seçilen eğitici içerikli oyunlar için bir sınıflandırma yapılmadığı için öneride bulunulmuştur. Yapılan incelemeler sonunda belirtilen oyunların Elektrik-Elektronik Mühendisliği bölümü müfredatına eklenebileceği ancak dikkate alınması gereken eksiklikler bulunduğu belirtilmiş ve öneriler sunulmuştur.

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Cite This Article

FİDAN, Ş., KARAMAN, Ö. A., YILDIRMAZ, A. (2022). Recommendations for the Integration of Educational Digital Games on the STEAM Digital Game Platform into the Electrical and Electronics Engineering Teaching Curriculum. Journal of Advanced Research in Natural and Applied Sciences, Cilt: 8 - Sayı: 4, 555–568. https://ajindex.com/articles/869070

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