Fen Bilgisi Öğretmen Adaylarının Dijital Oyun Tasarımına Yönelik Öz-Yeterlik Düzeylerinin İncelenmesi
Özet
Referanslar
Ahmad, A., Law, E. L., & Moseley, A. (2020, October). Integrating instructional design principles in serious games authoring tools: Insights from systematic literature review. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society (pp. 1-12).
Akçaoğlu, M. (2013). Cognitive and motivational impacts of learning game design on middle school children. Doctoral Dissertation, Michigan State University Educational Psychology and Educational Technology, Michigan.
Akkaya, S., & Kapıdere, M. (2021). How do digital games utilization levels predict a teacher’ s digital material development self-efficacy?. World Journal on Educational Technology: Current Issues, 13(2), 322-335. Doi: 10.18844/wjet.v13i2.5716
All, A., Castellar, E. N. P., & Van Looy, J. (2021). Digital Game-Based Learning effectiveness assessment: Reflections on study design. Computers & Education, 167, 104160, 1-20. Doi: 10.1016/j.compedu.2021.104160
Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139-144. Doi: 10.31695/IJASRE.2018.33016
Becker, K. (2021). What’s the difference between gamification, serious games, educational games, and game-based learning. Academia Letters, 209.
Büyüköztürk, Ş. (2012). Sosyal bilimler için veri analizi el kitabı: İstatistik, araştırma deseni, SPSS uygulamaları ve yorum. Ankara: Pegem Akademi.
Creswell, J. W. (2012). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (4. Baskı). Boston, MA: Pearson Education.
Ertmer, P. A. (2005). Teacher pedagogical beliefs: The final frontier in our quest for technology integration? Educational Technology Research and Development, 53(4), 25-39.
Ertmer, P. A., & Ottenbreit-Leftwich, A. T. (2010). Teacher technology change: How knowledge, confidence, beliefs, and culture intersect. Journal of Research on Technology in Education, 42(3), 255-284. Doi: 10.1080/15391523.2010.10782551
Fu, Q. K., Zou, D., Xie, H., Cheng, G., & Hwang, G. J. (2022). Effects of a collaborative design approach on pre-service teachers’ ability of designing for learning with a digital game. Education and Information Technologies, 27, 1-24. Doi: 10.1007/s10639-021-10818-3
Jantakun, T., & Jantakoon, T. (2021). Digital educational computer games environments supporting education (DECGE-SE). Higher Education Studies, 11(2), 91-98. Doi: doi:10.5539/hes.v11n2p91
Johnson, B., & Christensen, L. (2014). Eğitim araştırmaları: Nicel, nitel ve karma yaklaşımlar (4. Baskı) (S. B. Demir, Çev. Ed.). Ankara: Eğiten Kitap.
Kelleci, O., & Kulaksız, T. (2020). Dijital Eğitsel Oyun Geliştirme Öz-Yeterlik Ölçeğinin geliştirilmesi. Pamukkale Üniversitesi Eğitim Fakültesi Dergisi, (52), 1-30. Doi: 10.9779/pauefd.716426
Koster, R. (2005). A theory of fun for game design. Scottsdale, AZ: Paragylph.
Omona, J. (2013). Sampling in qualitative research: Improving the quality of research outcomes in higher education. Makerere Journal of Higher Education, 4(2), 169-185. Doi: 10.4314/majohe.v4i2.4
Ottenbreit-Leftwich, A. T. (2007). Expert technology-using teachers: Visions, strategies, and development (Doctoral dissertation). https://search.proquest.com/openview/734fe2b2e6896c168ad2473b5ebb31cf/1?pq-origsite=gscholar&cbl=18750&diss=y
Peterson, M., White, J., Mirzaei, M. S., & Wang, Q. (2022). A review of research on the application of digital games in foreign language education. Research Anthology on Developments in Gamification and Game-Based Learning, 1948-1971.
Prensky, M. (2001a). Digital Natives, Digital Immigrants Part 1. On the Horizon, 9(5), 1-6.
Prensky, M. (2001b). Fun, play and games: What makes games engaging. Digital game-based learning, 5(1), 5-31.
Rooij, R. V. (2013). The 5/10 Method: A method for designing educational games. Master's thesis, Utrecht University.
Seçer, İ. (2013). SPSS ve LISREL ile pratik veri analizi: Analiz ve raporlaştırma. Ankara: Anı Yayıncılık.
Somekh, B. (2008). Factors affecting teachers’ pedagogical adoption of ICT. In J. Voogt & G. Knezek (Eds.), International handbook of information technology in primary and secondary education (pp. 449-460). New York: Springer Science+Business Media, LLC.
Spires, H. A. (2015). Digital game‐based learning. Journal of Adolescent & Adult Literacy, 59(2), 125-130.
Tabachnick, B. G. & Fidell, L. S. (2007). Using multivariate statistics (5. Ed). Boston: Pearson Education.
Tondeur, J., van Braak, J., Sang, G., Voogt J., Fisser, P., & Ottenbreit-Leftwich, A. (2012). Preparing pre-service teachers to integrate technology in education: A synthesis of qualitative evidence. Computers & Education, 59(1), 134-144. Doi: 10.1016/j.compedu.2011.10.009
Uluay, G. (2017). Fen Öğretiminde Dijital Oyun Tasarımı Uygulamalarının Ortaokul Öğrencilerinin Akademik Başarılarına, Problem Çözme Becerilerine ve Motivasyonlarına Etkisi. Yayınlanmamış Doktora Tezi, Gazi Üniversitesi Eğitim Bilimleri Enstitüsü, Ankara
Uluay, G. (2021). Digital Simulation Experiences of Pre-Service Science Teachers: An Example of Circuits. International Journal of Progressive Education, 17(3), 14-30. Doi: 10.29329/ijpe.2021.346.2
Uluay, G., & Doğan, A. (2020). Pre-service science teachers’ learning and teaching experiences with digital games: KODU game lab. Journal of Education in Science Environment and Health, 6(2), 105-119. Doi: 10.21891/ jeseh.668961
Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229-243.
Referanslar
Ahmad, A., Law, E. L., & Moseley, A. (2020, October). Integrating instructional design principles in serious games authoring tools: Insights from systematic literature review. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society (pp. 1-12).
Akçaoğlu, M. (2013). Cognitive and motivational impacts of learning game design on middle school children. Doctoral Dissertation, Michigan State University Educational Psychology and Educational Technology, Michigan.
Akkaya, S., & Kapıdere, M. (2021). How do digital games utilization levels predict a teacher’ s digital material development self-efficacy?. World Journal on Educational Technology: Current Issues, 13(2), 322-335. Doi: 10.18844/wjet.v13i2.5716
All, A., Castellar, E. N. P., & Van Looy, J. (2021). Digital Game-Based Learning effectiveness assessment: Reflections on study design. Computers & Education, 167, 104160, 1-20. Doi: 10.1016/j.compedu.2021.104160
Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139-144. Doi: 10.31695/IJASRE.2018.33016
Becker, K. (2021). What’s the difference between gamification, serious games, educational games, and game-based learning. Academia Letters, 209.
Büyüköztürk, Ş. (2012). Sosyal bilimler için veri analizi el kitabı: İstatistik, araştırma deseni, SPSS uygulamaları ve yorum. Ankara: Pegem Akademi.
Creswell, J. W. (2012). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (4. Baskı). Boston, MA: Pearson Education.
Ertmer, P. A. (2005). Teacher pedagogical beliefs: The final frontier in our quest for technology integration? Educational Technology Research and Development, 53(4), 25-39.
Ertmer, P. A., & Ottenbreit-Leftwich, A. T. (2010). Teacher technology change: How knowledge, confidence, beliefs, and culture intersect. Journal of Research on Technology in Education, 42(3), 255-284. Doi: 10.1080/15391523.2010.10782551
Fu, Q. K., Zou, D., Xie, H., Cheng, G., & Hwang, G. J. (2022). Effects of a collaborative design approach on pre-service teachers’ ability of designing for learning with a digital game. Education and Information Technologies, 27, 1-24. Doi: 10.1007/s10639-021-10818-3
Jantakun, T., & Jantakoon, T. (2021). Digital educational computer games environments supporting education (DECGE-SE). Higher Education Studies, 11(2), 91-98. Doi: doi:10.5539/hes.v11n2p91
Johnson, B., & Christensen, L. (2014). Eğitim araştırmaları: Nicel, nitel ve karma yaklaşımlar (4. Baskı) (S. B. Demir, Çev. Ed.). Ankara: Eğiten Kitap.
Kelleci, O., & Kulaksız, T. (2020). Dijital Eğitsel Oyun Geliştirme Öz-Yeterlik Ölçeğinin geliştirilmesi. Pamukkale Üniversitesi Eğitim Fakültesi Dergisi, (52), 1-30. Doi: 10.9779/pauefd.716426
Koster, R. (2005). A theory of fun for game design. Scottsdale, AZ: Paragylph.
Omona, J. (2013). Sampling in qualitative research: Improving the quality of research outcomes in higher education. Makerere Journal of Higher Education, 4(2), 169-185. Doi: 10.4314/majohe.v4i2.4
Ottenbreit-Leftwich, A. T. (2007). Expert technology-using teachers: Visions, strategies, and development (Doctoral dissertation). https://search.proquest.com/openview/734fe2b2e6896c168ad2473b5ebb31cf/1?pq-origsite=gscholar&cbl=18750&diss=y
Peterson, M., White, J., Mirzaei, M. S., & Wang, Q. (2022). A review of research on the application of digital games in foreign language education. Research Anthology on Developments in Gamification and Game-Based Learning, 1948-1971.
Prensky, M. (2001a). Digital Natives, Digital Immigrants Part 1. On the Horizon, 9(5), 1-6.
Prensky, M. (2001b). Fun, play and games: What makes games engaging. Digital game-based learning, 5(1), 5-31.
Rooij, R. V. (2013). The 5/10 Method: A method for designing educational games. Master's thesis, Utrecht University.
Seçer, İ. (2013). SPSS ve LISREL ile pratik veri analizi: Analiz ve raporlaştırma. Ankara: Anı Yayıncılık.
Somekh, B. (2008). Factors affecting teachers’ pedagogical adoption of ICT. In J. Voogt & G. Knezek (Eds.), International handbook of information technology in primary and secondary education (pp. 449-460). New York: Springer Science+Business Media, LLC.
Spires, H. A. (2015). Digital game‐based learning. Journal of Adolescent & Adult Literacy, 59(2), 125-130.
Tabachnick, B. G. & Fidell, L. S. (2007). Using multivariate statistics (5. Ed). Boston: Pearson Education.
Tondeur, J., van Braak, J., Sang, G., Voogt J., Fisser, P., & Ottenbreit-Leftwich, A. (2012). Preparing pre-service teachers to integrate technology in education: A synthesis of qualitative evidence. Computers & Education, 59(1), 134-144. Doi: 10.1016/j.compedu.2011.10.009
Uluay, G. (2017). Fen Öğretiminde Dijital Oyun Tasarımı Uygulamalarının Ortaokul Öğrencilerinin Akademik Başarılarına, Problem Çözme Becerilerine ve Motivasyonlarına Etkisi. Yayınlanmamış Doktora Tezi, Gazi Üniversitesi Eğitim Bilimleri Enstitüsü, Ankara
Uluay, G. (2021). Digital Simulation Experiences of Pre-Service Science Teachers: An Example of Circuits. International Journal of Progressive Education, 17(3), 14-30. Doi: 10.29329/ijpe.2021.346.2
Uluay, G., & Doğan, A. (2020). Pre-service science teachers’ learning and teaching experiences with digital games: KODU game lab. Journal of Education in Science Environment and Health, 6(2), 105-119. Doi: 10.21891/ jeseh.668961
Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229-243.