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DENİZCİLİK EĞİTİMİNİN OYUNLAŞTIRMA ÇERÇEVESİNDE İNCELENMESİ

Year 2022, Volume: 5 Issue: 2, 117 - 132, 29.10.2022
https://doi.org/10.51513/jitsa.1143499

Abstract

Oyunlaştırma, dijital okuryazarlık becerisine sahip her bireyin beklenti ve memnuniyet düzeylerinin yanı sıra davranış ve alışkanlıklarındaki değişiklikler açısından birçok alan için yeni bir tasarımdır. Oyunlaştırma çerçevesinin faydalarından yararlanmak, denizcilik eğitimi için de kritik bir konudur. Bu kapsamda denizcilik üniversitesi öğrencilerinin oyun içeriklerine yönelik yatkınlık ve ilgilerinin anket yapılarak ölçülmesi amaçlanmaktadır. Katılımcıların bilgisayar oyunlarıyla öğrenmeye yönelik tutumları, oyunlaştırmaya yönelik tutum ve beklentileri ve oyunlaştırmanın oyun dışı sistemler için ne kadar yararlı olabileceğine ilişkin istatistiksel sonuçlar elde edilmiştir. Son olarak denizcilikte hangi derslerin oyunlaştırılabileceği ortaya konulmuştur. Buna göre öğrencilerin büyük çoğunluğunun her gün oyunlarla iç içe olduğu görülmektedir. Öğrencilerin çoğunluğunun 'multiplayer' oyunları oynamayı tercih etmelerinin nedeni, rekabet ortamının getirdiği başarılı olma isteği veya iletişim temelli sistemin daha ilgi çekici olması ve motivasyonu daha da artırmasıdır. Katılımcılar, oyunlaştırmanın dersleri, özellikle elektronik navigasyon ve deniz güvenliği derslerini daha ilginç hale getireceğini düşünmektedir.

References

  • Ar, N. A. (2016). Oyunlaştırmayla öğrenmenin meslek lisesi öğrencilerinin akademik başarı ve öğrenme stratejileri kullanımı üzerine etkisi. Yüksek Lisans Tezi, Sakarya Üniversitesi Eğitim Bilimleri Enstitüsü, Bilgisayar ve Öğretim Teknolojileri Eğitimi Anabilim Dalı, Sakarya.
  • Arkun-Kocadere, S., ve Samur, Y. (2016). Oyundan oyunlaştırmaya. içinde A. İşman, F. Odabaşı, ve B. Akkoyunlu Eğitim Teknolojileri Okumaları, Tojet- Sakarya Üniversitesi.
  • Bastug, S., Aydın, S. C. (2020). Denizcilik Eğitiminde Oyunlaştırma Üzerine Derleme Türünde Literatür Çalışması. Deniz Taşımacılığı ve Lojistiği Dergisi, 2 (1): 28-35.
  • Bozkurt, A., & Genc Kumtepe, E. (2014). Oyunlaştırma, oyun felsefesi ve eğitim: Gamification. Akademik Bilişim Konferansı, 2014, Mersin.
  • Brigham, T. J. (2015). An Introduction to Gamification: Adding Game Elements for Engagement. Medical Reference Services Quarterly, 34(4), pp.471-480.
  • Bunchball. (2013). Gamification 101: An Introduction to Game Dynamics. Gamification 101 [Online]. (25 Mart 2018), http://www.bunchball.com/gamification101
  • Burke, B. (2014). Gamify: How Gamification Motivates People to do Extraordinary Things. Brookline, MA: Bibliomotion.
  • Cotter, J., Forster, J. & Sweeney, E. (2009). Supply Chain Learning - The Role of Games. Supply Chain Perspectives, The Journal of the National Institute for Transport and Logistics, 10 (3): 32-36.
  • Danelli, F. (2015). “Implementing Game Design in Gamification”, T. Reiners ve L. C. Wood, (Eds.), Gamification in Business and Education içinde, (s. 67-79), Switzerland: Springer International Publishing.
  • David, L., (2016). Gamification in Education, in Learning Theories, January 26, 2016, https://www.learning-theories.com/gamification-in-education.html. Erişim tarihi: Mayıs 2021 De Freitas, A. A., & De Freitas, M. M. (2013). Classroom Live: a software-assisted gamification tool. Computer Science Education, 23(2), pp. 186-206.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011a). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, 9-15, ACM.
  • Deterding, S., O’Hara, K., Sicart, M., Dixon, D., ve Nacke, L. (2011b). Gamification: using game design elements in non-gaming contexts. CHI, 2011 sunulan bildiri, ACM, Vancouver, Kanada.
  • Deterding, S., Sicart, M., Nacke, L., O’Hara, K., ve Dixon, D. (2011c,). Gamification: Toward a definition. CHI 2011 sunulan Bildiri Gamification Workshop, Vancouver, Kanada.
  • Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., ve Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63: 380-392.
  • ESA. (2014). Esential Facts about the Computer and Video Game Industry, viewed 12 June 2021, < https://igea.net/2014/04/esas-2014-essential-facts-computer-video-game-industry/>
  • Feng, K., Ma, G. (2008). Learning Supply Chain Management with Fun: An Online Simulation Game Approach. California Journal of Operations Management, 6, (1): 41-48
  • Ferrer, C. R. ve Karlsson, M. (2015). “The Gamification of Journalism.” H. Gangadharbatla ve D. Z. Davis (Ed.), Emerging Research and Trends in Gamification, Hershey, PA: IGI Global.
  • Glover, I. (2013) Play as you learn: gamification as a technique for motivating learners. In: Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2013.
  • Gokkaya, Z. (2014). Yetişkin eğitiminde yeni bir yaklaşım: Oyunlaştırma. Hasan Âli Yücel Eğitim Fakültesi Dergisi, 11(1), ss.71-84.
  • Guler, C. ve Guler, E. (2015). Çevrimiçi öğrenme ortamlarında oyunlaştırma: Rozet kullanımı. Eğitim ve Öğretim Araştırmaları Dergisi, 4(3). Guler, E. (2015). Mobil sağlık hizmetlerinde oyunlaştırma. Açık Öğretim Uygulamaları ve Araştırmaları Dergisi, 1(2).
  • Gurcay, T. (2015). Gamification as an information exchange tool in motivational design patterns. Yayımlanmış yüksek lisans tezi, Yeditepe Üniversitesi, İstanbul.
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In System Sciences (HICSS), 47th Hawaii International Conference on- (pp. 3025-3034.)
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, pp. 152-161.
  • Hsin-Yuan Huang, W., ve Soman, D. (2013). A Practitioner’s Guide to Gamification of Education. Toronto: Rotman School of Management, University of Toronto.
  • Hunicke, R.; LeBlanc, M. ve Zubek, R. (2004). “MDA: A Formal Approach to Game Design and Game Research,” Proceedings of the AAAI Workshop on Challenges in Game AI, California, U.S.A.
  • Huotari, K., & Hamari, J. (2012). Defining gamification: a service marketing perspective. Paper presented at the Proceeding of the 16th International Academic MindTrek Conference. 17-22, ACM.
  • Järvinen, A. (2008). Games without frontiers: Theories and methods for game studies and design. (Yayımlanmış Doktora Tezi) Tampere University, Finlandiya.
  • Juárez, G. H., ve Carballo, M. M. (2016). Learning gains, motivation and learning styles in a gamified class. International Journal of Engineering Education, 32(1): 438-447.
  • Juul, J. (2003). The game, the player, the world: Looking for a heart of gamenes. Level Up: Digital Games Research Conference sunulan bildiri, Utrecht University, Hollanda.
  • Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education, New York, NY: John Wiley & Sons.
  • Karatas, E. (2014). Eğitimde oyunlaştırma: Araştırma eğilimleri. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 15(2).
  • Kim, J. T., & Lee, W. H. (2015). Dynamical model for gamification of learning (DMGL). Multimedia Tools and Applications, pp.1-11.
  • Kuijpers, R. P. (2009). Supply Chain Risk Management Game, Master System Engineering, Policy and Management (SEPAM) Master’s Thesis Project, Delft University of Technology, Faculty of Technology Policy & Management, Netherlands.
  • Marczewski, A. M. (2012), “Forward” Gamification: A Simple Introduction, Kindle Books.
  • Matsubara, P. G. F. ve Da Silva, C. L. C. (2017). “Game Elements in a Software Engineering Study Group: A Case Study”, Software Engineering: Software Engineering Education and Training Track (ICSE-SEET) Conference (20-28 May), (s. 160-169).
  • McGonigal, J. (2011). Reality is Broken. New York.169, 402.
  • Mora, A.; Riera, D.; González, C. S. G. ve Moreno, J. A. (2017). “Gamification: A Systematic Review of Design Frameworks”, Journal of Computing in Higher Education, 29 (3): 516-548.
  • Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proceedings 6th International Conference on Virtual Learning ICVL (pp. 323-329).
  • Newzoo. (2021). Global Game Market, viewed 15 June 2021, <https://newzoo.com/insights/articles/global-games-market-to-generate-175-8-billion-in-2021-despite-a-slight-decline-the-market-is-on-track-to-surpass-200-billion-in-2023/>
  • Oliver, E. (2017). “Gamification as Transformative Assessment in Higher Education”, HTS Teologies Studies/Theological Studies, 73 (3), s. 1-15.
  • Oxan, Oxford Analytica (2016). Gamification And The Future Of Education. Report for World Govenment, www.oxan.com
  • Pamfilie, R.; Vasilcovschi, A. ve Bumbac, R. (2016). “A New Possible Way of Promoting Tourist Packages: Gamification”, Cactus Tourism Journal, 13 (1): 5-10. Piccione, P. A. (1980). In search of the meaning of Senet. Archaeological Institute of America.
  • Polat, Y., (2014). A case study: gamification and its effect on motivation of learners of English. Yayımlanmamış yüksek lisans tezi, Yeditepe Üniversitesi, İstanbul.
  • Port Simulator. (2012). viewed 09 November 2021, < https://www.perdigital.com/pc-oyun/uig-international/port-simulator-2012-hamburg >
  • Prensky, M. (2007). Dijital game-based learning. St. Paul: Paragon House Editiıon.
  • Procopie, R., Bumbac, R., & Vasilcovschi, A., (2015). The game of innovation. Is gamification a new trendsetter? The Amfiteatru Economic Journal, 17(Special 9).
  • Reeves, B., & Read, J. L. (2009). Total engagement: using games and virtual worlds to change the way people work and businesses compete. Harvard Business School Press.
  • Reiners, T., Wood, L.C. (eds). (2015). Gamification in Education and Business: Springer International Publishing, Switzerland, 2015.
  • Richter, G.; Raban, D. R. ve Rafaeli, S. (2015). Studying Gamification: The Effect of Rewards and Incentives on Motivation in Gamification, T. Reiners ve L. C. Wood (Eds.), Gamification in Education and Business içinde, (s. 21-46). Berlin: Springer.
  • Samur, Y. (2016). Dijital oyun tasarımı . İstanbul: Pusula.
  • Sterman, J. D. (1960). The Beer Game, Flight Simulators for Management Education. Massachusetts Institute of Technology, viewed 09 November 2021, <http://web.mit.edu/jsterman/www/SDG/beergame.html >
  • Tunga, Y. ve Inceoglu, M. M. (2016). “Oyunlaştırma Tasarımı”, 3. Uluslararası Eğitimde Yeni Yönelimler Konferansı (26-29 Nisan) Bildiri Kitapçığı, (s. 268-279), İzmir: Seferihisar.
  • Uskov, A. ve Sekar, B. (2015). “Smart Gamification and Smart Serious Games”, D. Sharma vd. (Eds.), Fusion of Smart, Multimedia and Computer Gaming Technologies Research, Systems and Perspectives içinde, (s. 7-36), Springer: Intelligent Systems Reference Library-84. Vardarlıer, P. ve Inan, K. (2017). “Satış Personelinin Performansını Geliştirmeye Yönelik Oyunlaştırma Model Önerisi”, İş’te Davranış Dergisi, 2 (1): 8-19.
  • Werbach, K. (2014). (Re) defining gamification. Persuasive Technology Konferansında sunulan bildiri. Springer, İsviçre.
  • Wood, L. C. & Reefke, H. (2010). Working with a diverse class: Reflections on the role of team teaching, teaching tools and technological support. In: Huai, H., Kommers, P. & Isaías, P., eds. IADIS international conference on international higher education (IHE 2010), 2010 Perth, Australia: 72-79.
  • Yılmaz, M., & O'Connor, R., (2013). Yazılım geliştiren küçük ölçekli bir organizasyon için scrumban yaklaşımı ve oyunlaştırma uygulaması. In Workshop on Agile Approaches to Software Development

EXAMINATION OF MARITIME EDUCATION WITHIN FRAME OF GAMIFICATION

Year 2022, Volume: 5 Issue: 2, 117 - 132, 29.10.2022
https://doi.org/10.51513/jitsa.1143499

Abstract

Gamification is a new design for many fields in changes in the expectations and satisfaction levels of each individual with digital literacy skills, as well as in their behavior and habits. Utilizing the benefits of its frame is also a critical issue for the maritime education. In this context, it is aimed to measure the predisposition and interest of the maritime university students in the game contents by conducting a survey. Statistical results are obtained regarding the attitudes of the participants towards learning with computer games, their attitudes and expectations towards gamification and how useful gamification could be for non-game systems. Lastly, it is revealed which courses in maritime can be gamified. Accordingly, it is seen that the majority of the students are intertwined with games every day. The reason why the majority of the people prefer to play 'multiplayer' games is the desire to be successful brought by the competitive environment or the communication-based system being more interesting and increasing motivation even more. Attendances consider that gamification will make the lessons more interesting, specifically electronic navigation and maritime security courses.

References

  • Ar, N. A. (2016). Oyunlaştırmayla öğrenmenin meslek lisesi öğrencilerinin akademik başarı ve öğrenme stratejileri kullanımı üzerine etkisi. Yüksek Lisans Tezi, Sakarya Üniversitesi Eğitim Bilimleri Enstitüsü, Bilgisayar ve Öğretim Teknolojileri Eğitimi Anabilim Dalı, Sakarya.
  • Arkun-Kocadere, S., ve Samur, Y. (2016). Oyundan oyunlaştırmaya. içinde A. İşman, F. Odabaşı, ve B. Akkoyunlu Eğitim Teknolojileri Okumaları, Tojet- Sakarya Üniversitesi.
  • Bastug, S., Aydın, S. C. (2020). Denizcilik Eğitiminde Oyunlaştırma Üzerine Derleme Türünde Literatür Çalışması. Deniz Taşımacılığı ve Lojistiği Dergisi, 2 (1): 28-35.
  • Bozkurt, A., & Genc Kumtepe, E. (2014). Oyunlaştırma, oyun felsefesi ve eğitim: Gamification. Akademik Bilişim Konferansı, 2014, Mersin.
  • Brigham, T. J. (2015). An Introduction to Gamification: Adding Game Elements for Engagement. Medical Reference Services Quarterly, 34(4), pp.471-480.
  • Bunchball. (2013). Gamification 101: An Introduction to Game Dynamics. Gamification 101 [Online]. (25 Mart 2018), http://www.bunchball.com/gamification101
  • Burke, B. (2014). Gamify: How Gamification Motivates People to do Extraordinary Things. Brookline, MA: Bibliomotion.
  • Cotter, J., Forster, J. & Sweeney, E. (2009). Supply Chain Learning - The Role of Games. Supply Chain Perspectives, The Journal of the National Institute for Transport and Logistics, 10 (3): 32-36.
  • Danelli, F. (2015). “Implementing Game Design in Gamification”, T. Reiners ve L. C. Wood, (Eds.), Gamification in Business and Education içinde, (s. 67-79), Switzerland: Springer International Publishing.
  • David, L., (2016). Gamification in Education, in Learning Theories, January 26, 2016, https://www.learning-theories.com/gamification-in-education.html. Erişim tarihi: Mayıs 2021 De Freitas, A. A., & De Freitas, M. M. (2013). Classroom Live: a software-assisted gamification tool. Computer Science Education, 23(2), pp. 186-206.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011a). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, 9-15, ACM.
  • Deterding, S., O’Hara, K., Sicart, M., Dixon, D., ve Nacke, L. (2011b). Gamification: using game design elements in non-gaming contexts. CHI, 2011 sunulan bildiri, ACM, Vancouver, Kanada.
  • Deterding, S., Sicart, M., Nacke, L., O’Hara, K., ve Dixon, D. (2011c,). Gamification: Toward a definition. CHI 2011 sunulan Bildiri Gamification Workshop, Vancouver, Kanada.
  • Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., ve Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63: 380-392.
  • ESA. (2014). Esential Facts about the Computer and Video Game Industry, viewed 12 June 2021, < https://igea.net/2014/04/esas-2014-essential-facts-computer-video-game-industry/>
  • Feng, K., Ma, G. (2008). Learning Supply Chain Management with Fun: An Online Simulation Game Approach. California Journal of Operations Management, 6, (1): 41-48
  • Ferrer, C. R. ve Karlsson, M. (2015). “The Gamification of Journalism.” H. Gangadharbatla ve D. Z. Davis (Ed.), Emerging Research and Trends in Gamification, Hershey, PA: IGI Global.
  • Glover, I. (2013) Play as you learn: gamification as a technique for motivating learners. In: Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2013.
  • Gokkaya, Z. (2014). Yetişkin eğitiminde yeni bir yaklaşım: Oyunlaştırma. Hasan Âli Yücel Eğitim Fakültesi Dergisi, 11(1), ss.71-84.
  • Guler, C. ve Guler, E. (2015). Çevrimiçi öğrenme ortamlarında oyunlaştırma: Rozet kullanımı. Eğitim ve Öğretim Araştırmaları Dergisi, 4(3). Guler, E. (2015). Mobil sağlık hizmetlerinde oyunlaştırma. Açık Öğretim Uygulamaları ve Araştırmaları Dergisi, 1(2).
  • Gurcay, T. (2015). Gamification as an information exchange tool in motivational design patterns. Yayımlanmış yüksek lisans tezi, Yeditepe Üniversitesi, İstanbul.
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In System Sciences (HICSS), 47th Hawaii International Conference on- (pp. 3025-3034.)
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, pp. 152-161.
  • Hsin-Yuan Huang, W., ve Soman, D. (2013). A Practitioner’s Guide to Gamification of Education. Toronto: Rotman School of Management, University of Toronto.
  • Hunicke, R.; LeBlanc, M. ve Zubek, R. (2004). “MDA: A Formal Approach to Game Design and Game Research,” Proceedings of the AAAI Workshop on Challenges in Game AI, California, U.S.A.
  • Huotari, K., & Hamari, J. (2012). Defining gamification: a service marketing perspective. Paper presented at the Proceeding of the 16th International Academic MindTrek Conference. 17-22, ACM.
  • Järvinen, A. (2008). Games without frontiers: Theories and methods for game studies and design. (Yayımlanmış Doktora Tezi) Tampere University, Finlandiya.
  • Juárez, G. H., ve Carballo, M. M. (2016). Learning gains, motivation and learning styles in a gamified class. International Journal of Engineering Education, 32(1): 438-447.
  • Juul, J. (2003). The game, the player, the world: Looking for a heart of gamenes. Level Up: Digital Games Research Conference sunulan bildiri, Utrecht University, Hollanda.
  • Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education, New York, NY: John Wiley & Sons.
  • Karatas, E. (2014). Eğitimde oyunlaştırma: Araştırma eğilimleri. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 15(2).
  • Kim, J. T., & Lee, W. H. (2015). Dynamical model for gamification of learning (DMGL). Multimedia Tools and Applications, pp.1-11.
  • Kuijpers, R. P. (2009). Supply Chain Risk Management Game, Master System Engineering, Policy and Management (SEPAM) Master’s Thesis Project, Delft University of Technology, Faculty of Technology Policy & Management, Netherlands.
  • Marczewski, A. M. (2012), “Forward” Gamification: A Simple Introduction, Kindle Books.
  • Matsubara, P. G. F. ve Da Silva, C. L. C. (2017). “Game Elements in a Software Engineering Study Group: A Case Study”, Software Engineering: Software Engineering Education and Training Track (ICSE-SEET) Conference (20-28 May), (s. 160-169).
  • McGonigal, J. (2011). Reality is Broken. New York.169, 402.
  • Mora, A.; Riera, D.; González, C. S. G. ve Moreno, J. A. (2017). “Gamification: A Systematic Review of Design Frameworks”, Journal of Computing in Higher Education, 29 (3): 516-548.
  • Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proceedings 6th International Conference on Virtual Learning ICVL (pp. 323-329).
  • Newzoo. (2021). Global Game Market, viewed 15 June 2021, <https://newzoo.com/insights/articles/global-games-market-to-generate-175-8-billion-in-2021-despite-a-slight-decline-the-market-is-on-track-to-surpass-200-billion-in-2023/>
  • Oliver, E. (2017). “Gamification as Transformative Assessment in Higher Education”, HTS Teologies Studies/Theological Studies, 73 (3), s. 1-15.
  • Oxan, Oxford Analytica (2016). Gamification And The Future Of Education. Report for World Govenment, www.oxan.com
  • Pamfilie, R.; Vasilcovschi, A. ve Bumbac, R. (2016). “A New Possible Way of Promoting Tourist Packages: Gamification”, Cactus Tourism Journal, 13 (1): 5-10. Piccione, P. A. (1980). In search of the meaning of Senet. Archaeological Institute of America.
  • Polat, Y., (2014). A case study: gamification and its effect on motivation of learners of English. Yayımlanmamış yüksek lisans tezi, Yeditepe Üniversitesi, İstanbul.
  • Port Simulator. (2012). viewed 09 November 2021, < https://www.perdigital.com/pc-oyun/uig-international/port-simulator-2012-hamburg >
  • Prensky, M. (2007). Dijital game-based learning. St. Paul: Paragon House Editiıon.
  • Procopie, R., Bumbac, R., & Vasilcovschi, A., (2015). The game of innovation. Is gamification a new trendsetter? The Amfiteatru Economic Journal, 17(Special 9).
  • Reeves, B., & Read, J. L. (2009). Total engagement: using games and virtual worlds to change the way people work and businesses compete. Harvard Business School Press.
  • Reiners, T., Wood, L.C. (eds). (2015). Gamification in Education and Business: Springer International Publishing, Switzerland, 2015.
  • Richter, G.; Raban, D. R. ve Rafaeli, S. (2015). Studying Gamification: The Effect of Rewards and Incentives on Motivation in Gamification, T. Reiners ve L. C. Wood (Eds.), Gamification in Education and Business içinde, (s. 21-46). Berlin: Springer.
  • Samur, Y. (2016). Dijital oyun tasarımı . İstanbul: Pusula.
  • Sterman, J. D. (1960). The Beer Game, Flight Simulators for Management Education. Massachusetts Institute of Technology, viewed 09 November 2021, <http://web.mit.edu/jsterman/www/SDG/beergame.html >
  • Tunga, Y. ve Inceoglu, M. M. (2016). “Oyunlaştırma Tasarımı”, 3. Uluslararası Eğitimde Yeni Yönelimler Konferansı (26-29 Nisan) Bildiri Kitapçığı, (s. 268-279), İzmir: Seferihisar.
  • Uskov, A. ve Sekar, B. (2015). “Smart Gamification and Smart Serious Games”, D. Sharma vd. (Eds.), Fusion of Smart, Multimedia and Computer Gaming Technologies Research, Systems and Perspectives içinde, (s. 7-36), Springer: Intelligent Systems Reference Library-84. Vardarlıer, P. ve Inan, K. (2017). “Satış Personelinin Performansını Geliştirmeye Yönelik Oyunlaştırma Model Önerisi”, İş’te Davranış Dergisi, 2 (1): 8-19.
  • Werbach, K. (2014). (Re) defining gamification. Persuasive Technology Konferansında sunulan bildiri. Springer, İsviçre.
  • Wood, L. C. & Reefke, H. (2010). Working with a diverse class: Reflections on the role of team teaching, teaching tools and technological support. In: Huai, H., Kommers, P. & Isaías, P., eds. IADIS international conference on international higher education (IHE 2010), 2010 Perth, Australia: 72-79.
  • Yılmaz, M., & O'Connor, R., (2013). Yazılım geliştiren küçük ölçekli bir organizasyon için scrumban yaklaşımı ve oyunlaştırma uygulaması. In Workshop on Agile Approaches to Software Development
There are 56 citations in total.

Details

Primary Language English
Subjects Engineering
Journal Section Articles
Authors

Gizem Kayisoglu 0000-0003-2730-9780

Pelin Bolat 0000-0003-4262-3612

Firat Bolat 0000-0001-9807-7089

Aras Payalan 0000-0002-6547-224X

Publication Date October 29, 2022
Submission Date July 13, 2022
Acceptance Date September 22, 2022
Published in Issue Year 2022 Volume: 5 Issue: 2

Cite

APA Kayisoglu, G., Bolat, P., Bolat, F., Payalan, A. (2022). EXAMINATION OF MARITIME EDUCATION WITHIN FRAME OF GAMIFICATION. Akıllı Ulaşım Sistemleri Ve Uygulamaları Dergisi, 5(2), 117-132. https://doi.org/10.51513/jitsa.1143499