Dergiler / Bartın Üniversitesi Uluslararası Fen Bilimleri Dergisi / 2026 / Cilt: 8 Sayı: 1

SANAL GERÇEKLİĞİN BECERİ GELİŞTİRME AMAÇLI KULLANIMI: BİR SİSTEMATİK İNCELEME

THE USE OF VIRTUAL REALITY FOR SKILL DEVELOPMENT: A SYSTEMATIC REVIEW

Sermin Sevil(Milli eğitim bakanlığı)
Sayfa
257–279
Yayın Tarihi
2025-07-31
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Bu araştırma sonucunda ulaşılan bulgular, SG’nin beceri gelişimi amacıyla kullanımına yönelik yürütülecek araştırmalar için yol gösterici nitelikte olacaktır.

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Amaç & Hipotez:Sanal gerçeklik (SG), bireylerin çeşitli alanlardaki becerilerini geliştirmeye yönelik güçlü bir eğitim ve simülasyon aracı olarak son yıllarda dikkat çekici bir teknoloji olarak ön plana çıkmaktadır.
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Temel Bulgular & Veri:Literatürde SG’nin belirli becerilerin gelişimine yönelik etkilerini inceleyen çok sayıda sistematik inceleme çalışması bulunmakla birlikte SG’nin beceri gelişimi amacıyla kullanımını daha kapsamlı bir şekilde inceleyen çalışmaya rastlanmamaktadır.
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Sonuç & Katkı:Bu araştırma sonucunda ulaşılan bulgular, SG’nin beceri gelişimi amacıyla kullanımına yönelik yürütülecek araştırmalar için yol gösterici nitelikte olacaktır.
🔬Tür:Uygulamalı Anket & Alan Araştırması
📍Kapsam:2010 Verileri
⚙️Değişkenler:Sanal gerçeklik · beceri geliştirme · davranışsal beceriler

Özet

Sanal gerçeklik (SG), bireylerin çeşitli alanlardaki becerilerini geliştirmeye yönelik güçlü bir eğitim ve simülasyon aracı olarak son yıllarda dikkat çekici bir teknoloji olarak ön plana çıkmaktadır. Fiziksel dünyada tekrarlanması güç, tehlikeli ya da maliyetli olan senaryoların güvenli ve kontrollü ortamlarda deneyimlenmesini mümkün kılan SG, kullanıcıya deneyimsel öğrenme fırsatı sunarak beceri gelişimini hızlandırabilmektedir. Literatürde SG’nin belirli becerilerin gelişimine yönelik etkilerini inceleyen çok sayıda sistematik inceleme çalışması bulunmakla birlikte SG’nin beceri gelişimi amacıyla kullanımını daha kapsamlı bir şekilde inceleyen çalışmaya rastlanmamaktadır. Bu araştırmanın amacı SG’nin beceri geliştirme amaçlı kullanımına yönelik gerçekleştirilen araştırmalardaki genel eğilimleri ortaya koymaktır. 12 farklı veritabanı üzerinde gerçekleştirilen tarama neticesinde 3983 kayda ulaşılmış ve çeşitli dahil etme / hariç tutma kriterleri uygulandıktan sonra geriye kalan 130 çalışma sistematik incelemeye tabi tutulmuştur. Analizler sonucunda SG’nin en fazla davranışsal becerilerin geliştirilmesi amacıyla kullanıldığı belirlenmiştir. SG’nin beceri geliştirme amaçlı kullanımına yönelik çalışmalar, 2010’lu yıllardan itibaren artarak devam etmektedir. Beceri geliştirme amacıyla en fazla çevreleyen SG teknolojileri kullanılmaktadır. SG’nin beceri gelişimine yönelik etkisi ağırlıklı olarak yetişkin gruplar üzerinde incelenmektedir. Araştırmalarda veri toplama araçları olarak çoğunlukla rubrik test ve anket kullanılmaktadır. Elde edilen veriler genellikle betimsel ve kestirimsel yöntemler kullanılarak analiz edilmektedir. Beceri geliştirme amacıyla SG daha çok 90-240 dakika aralığında kullanılmaktadır. SG’nin beceri gelişimi üzerindeki etkisine yönelik en fazla araştırma ABD’de yürütülmektedir. Bu araştırma sonucunda ulaşılan bulgular, SG’nin beceri gelişimi amacıyla kullanımına yönelik yürütülecek araştırmalar için yol gösterici nitelikte olacaktır.

Abstract

In recent years, virtual reality (VR) has emerged as a remarkable technology and a powerful educational and simulation tool for developing individuals’ skills in various fields. VR enables users to experience complex, dangerous, or costly scenarios to replicate in the physical world in safe and controlled environments, thereby accelerating skill development by providing experiential learning opportunities. While numerous systematic review studies in the literature examine the effects of VR on the development of specific skills, no study comprehensively examines the use of VR for skill development. This research aims to reveal the general trends in studies using VR for skill development. As a result of the search conducted on 12 different databases, 3983 records were obtained, and after applying various inclusion/exclusion criteria, the remaining 130 studies were subjected to systematic review. In selecting the studies included in the systematic review, we considered the following criteria: the studies had to be research articles published in scientific journals, published between 2004 and 2023, published in English, use SG technology, be conducted for skills training or development, and use experimental methods. This systematic review study used the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) method. The analysis revealed that VR is most frequently used to develop behavioral skills. Studies on the use of SG for skill development have been increasing since the 2010s. SG technologies that surround the user are most frequently used for skill development. The effect of SG on skill development is mainly studied in adult groups. Rubric tests and questionnaires are mostly used as data collection tools in the studies. The data obtained are generally analyzed using descriptive and predictive methods. SG is mainly used for skill development purposes for 90-240 minutes. Most of the research on the effect of SG on skill development is conducted in the US. The findings of this research will guide future studies on the use of SG for skill development purposes.

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Bu Makaleye Atıf Yap

Sevil, S., Gökoğlu, S. (2025). SANAL GERÇEKLİĞİN BECERİ GELİŞTİRME AMAÇLI KULLANIMI: BİR SİSTEMATİK İNCELEME. Bartın Üniversitesi Uluslararası Fen Bilimleri Dergisi, Cilt: 8 Sayı: 1, 257–279. https://doi.org/10.55930/jonas.1719143

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