İngilizce Dil Öğretiminde Gamifikasyon (ELT): Teori ve Pratiklerin Kapsamlı İncelemesi


Abstract views: 252 / PDF downloads: 310

Yazarlar

DOI:

https://doi.org/10.5281/zenodo.10028941

Anahtar Kelimeler:

ELT, Gamifikasyon, Dijitalleşme, Eğitim Yönetimi

Özet

Gamifikasyon, oyun öğelerinin ve ilkelerinin oyun dışı bağlamlara entegre edilmesi olarak ortaya çıkmış ve İngilizce Dil Öğretimi (ELT) alanında dönüşüm sağlayıcı bir yaklaşım olarak ön plana çıkmıştır. ELT ortamlarında gamifikasyonun kullanımı, geleneksel pedagojik uygulamaları devrimleştirmesi ve dijital çağın dil öğrencilerinin ilgisini çekmesi potansiyeli nedeniyle artan ilgi görmektedir. Bu literatür incelemesi, gamifikasyonun ELT alanındaki çok yönlü manzarasına derinlemesine bir keşif sunmakta; teorik temellerini, pratik uygulamalarını ve İngilizce dil öğrencilerini motive etme ve etkileyebilme üzerindeki etkisini kapsamlı bir şekilde araştırmaktadur. Geniş bir araştırma yelpazesini inceleyerek, bu inceleme gamifikasyonun ELT'deki gelişen rolünü aydınlatmayı amaçlamakta, eğitimciler ve öğrenciler için sunduğu faydaları, zorlukları ve fırsatları belirgin hale getirmektedir. Ayrıca, gelecekteki araştırma alanlarını tanımlamakta, böylece bu dinamik pedagojik yaklaşım etrafındaki süregelen tartışmaya katkıda bulunmaktadır.

Referanslar

Aksoy, N., Aksoy, E., & Ertugrul, U. S. T. A. (2022). Metaphors developed by teachers for the gamification approach in education. Journal of Teacher Education and Lifelong Learning, 4(2), 150-162. https://doi.org/10.51535/tell.1185893.

Aldahash, T., & Alenezi, A. (2021). The Success Factors of Implementing Web-Based Gamification According to the Viewpoint of Female English Teachers for Public Education Stages. International Journal of Information and Education Technology, 11(12), 603-614. https://doi.org/10.18178/ ijiet.2021.11.12.1571.

Almeida, C., Kalinowski, M., Uchôa, A., & Feijó, B. (2023). Negative effects of gamification in education software: Systematic mapping and practitioner perceptions. Information and Software Technology, 156(2023), 1-25. https://doi.org/10.1016/j.infsof.2022.107142.

Ansar, M., & George, G. (2022). Gamification in Education and Its Impact on Student Motivation—A Critical Review. Mousmi Ajay Chaurasia, Chia-Feng Juang (Ed). Emerging IT/ICT and AI Technologies Affecting Society içinde, 161-170. Springer.

Baysal, E. A., & İnanç, H. B. (2022). Meta-evaluation of research in the usage of gamification method in English language teaching. English Language Teaching Educational Journal, 5(2), 91-102. https://doi.org/10.12928/eltej.v5i2.6687.

Chamboko-Mpotaringa, M., & Manditereza, B. (2023). Innovative Language Learning Approaches: Immersive Technologies and Gamification. Galip Kartal (Ed). In Transforming the Language Teaching Experience in the Age of AI içinde (pp. 189-214). IGI Global.

Charkova, D. (2022). Gamification in language Teaching at the University Level: Learner Profiles and Attitudes. Чуждоезиково обучение, 49(3), 272-284.

Chugh, R., & Turnbull, D. (2023). Gamification in education: A citation network analysis using CitNetExplorer. Contemporary Educational Technology, 15(2), 1-21. https://doi.org/10.30935/ cedtech/12863.

Costello, R. (2022). Future directions of gamification in education. Mehdi Khasrow-Pour (Ed). In Research anthology on developments in gamification and game-based learning içinde (pp. 141-150). IGI Global.

Çınar, A., Erişen, Y., & Çeliköz, M. (2022). A mixed-method research on the effectiveness of using gamification elements in an online English course. International Journal of Educational Research Review, 7(4), 280-291. https://doi.org/10.24331/ijere.1140960.

De La Cruz, K. M. L., Noa, S., Gebera, O. W. T., Valencia, C. C. M., Velasquez, S. M. B., & Postigo, G. S. P. (2023). Use of gamification in English learning in Higher Education: A systematic review. JOTSE, 13(2), 480-497.

Demirbilek, M. (2023). Mobile Gamification Tools for Foreign Language Teaching in Higher Education. Madalina Armie, Germán Asensio, Maria Enriqueta Cortés de los Ríos, Angeles Jordán Soriano (Ed). In New Perspectives in Teaching and Learning With ICTs in Global Higher Education Systems içinde (pp. 1-18). IGI Global.

Demirbilek, M., Talan, T., & Alzouebi, K. (2022). An Examination of the Factors and Challenges to Adopting Gamification in English Foreign Language Teaching. International Journal of Technology in Education, 5(4), 654-668.

Jannah, R., Nor, H., & Asfihana, R. (2023, July). The implementation of gamification to teach grammar in higher education. In ELT Forum: Journal of English Language Teaching,12(2), 122-133. https://doi.org/10.15294/elt.v12i2.64683.

Jogo, D. A., Challco, G. C., Bittencourt, I. I., Reis, M., Silva, L. R., & Isotani, S. (2022). Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: a single-subject study design. International Journal of Child-Computer Interaction, 33(2022) 1-14. https://doi.org/10.1016/ j.ijcci.2022.100458.

Kiyançiçek, E., & Uzun, L. (2022). Gamification in English Language Classrooms: The Case of Kahoot!. Bilim Eğitim Sanat ve Teknoloji Dergisi, 6(1), 1-13.

Krath, J., Schürmann, L., & Von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125(2021), 1-33. https://doi.org/10.1016/ j.chb.2021.106963.

Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022). Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies. Applied sciences, 12(13), 1-43. https://doi.org/10.3390/app12136809.

Montesinos, C. H., Gil-Madrona, P., Bartolomé, J. G., & Molina, A. S. (2022). A Proposal of a Gamified Physical Education Lesson to Enhance Social and Emotional Skills in Primary Education. Pedro Gil-Madrona (Ed). In Handbook of Research on Using Motor Games in Teaching and Learning Strategy içinde (pp. 434-443). IGI Global.

Moseikina, M., Toktamysov, S., & Danshina, S. (2022). Modern technologies and gamification in historical education. Simulation & Gaming, 53(2), 135-156. https://doi.org/10.1177/ 10468781221075965.

Nadi-Ravandi, S., & Batooli, Z. (2022). Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articles. Education and Information Technologies, 27(7), 10207-10238.

Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. Handbook of positive psychology, 195, 206.

Panmei, B., & Waluyo, B. (2022). The pedagogical use of gamification in English vocabulary training and learning in higher education. Education Sciences, 13(1), 1-22. https://doi.org/10.3390/educsci 13010024.

Reimann, A. (2018). Behaviorist learning theory. The TESOL encyclopedia of English language teaching, 1-6.

Skinner, B. F. (1984). Methods and theories in the experimental analysis of behavior. Behavioral and Brain Sciences, 7(4), 511-523. https://doi.org/10.1017/S0140525X00026996.

Szabó, F., & Kopinska, M. (2023). Gamification in foreign language teaching: A conceptual introduction. Hungarian Educational Research Journal, 13(3), https://doi.org/10.1556/063.2023.00202.

Tamrin, M., Latip, S. N. N. A., Abdul, M. S., Latip, S. A. R., Harun, N. A., & Bogal, N. (2022). Students’ Acceptance of Gamification in Education: The Moderating Effect of Gender in Malaysia. International Journal of Academic Research in Business and Social Sciences, 12(8), 1847-1860. https://doi.org/10.1556/063.2023.00202.

Vathanalaoha, K. (2022). Effects of Gamification in English Language Learning: The Implementation of" Winner English" in Secondary Education in Thailand. LEARN Journal: Language Education and Acquisition Research Network, 15(2), 830-857.

Waite-Stupiansky, S. (2017). Jean Piaget’s constructivist theory of learning. Theories of early childhood education: Developmental, behaviorist, and critical, 15(2) 3-17.

Wulantari, N. P., Rachman, A., Sari, M. N., Uktolseja, L. J., & Rofi'i, A. (2023). The Role Of Gamification In English Language Teaching: A Literature Review. Journal on Education, 6(1), 2847-2856. https://doi.org/10.31004/joe.v6i1.3328.

Yoong, Y. Y., Kaur, S., & Keat, P. H. (2019). Constructivist Learning, Vocabulary Learning Strategies and Motivational Theories for English Vocabulary Acquisition Tool Using Cloud Computing. International journal of academic research in business and social sciences, 9(13), 304-318.

Yayınlanmış

2023-10-20

Nasıl Atıf Yapılır

Culduz, M. (2023). İngilizce Dil Öğretiminde Gamifikasyon (ELT): Teori ve Pratiklerin Kapsamlı İncelemesi. International Journal of Social and Humanities Sciences Research (JSHSR), 10(100), 2663–2675. https://doi.org/10.5281/zenodo.10028941