Publication: Özel Öğrenme Güçlüğü Olan Çocuklar için Eğitsel Dijital Oyun Geliştirilmesi Süreci
Abstract
Bu çalışmanın amacı, özel öğrenme güçlüğü yaşayan çocuklar için eğitsel dijital oyun geliştirme sürecini incelemektir. Çalışma kapsamında diskalkuli tipi özel öğrenme güçlüğü yaşayan çocuklar için eğitsel dijital oyun geliştirilmiştir. Bu çalışmada nitel araştırma desenlerinden biri olan durum çalışması kullanılmıştır. Özel öğrenme güçlüğü yaşayan öğrenciler için oyun geliştirme süreci incelenirken toplanan veriler 3 farklı aşamada sıralı şekilde toplanmıştır. Oyun geliştirme sürecinde bu aşamalarda toplanan veriler kullanılarak sürekli revizeler yapılmış ve oyun geliştirme süreci tamamlanmıştır. Oyun geliştirme sürecinde 5 aşamalı dijital oyun tabanlı öğrenme modeli takip edilmiştir. Referans alınan 5 aşamalı dijital oyun tabanlı geliştirme modeline ait aşamalar bu çalışma içerisinde ön prototip, pilot uygulama ve son prototip olmak üzere 3 aşama kapsamında yapılandırılmıştır. Bu çalışmada katılımcılar elverişli örnekleme yöntemi ile belirlenmiştir. Çalışma kapsamında 3 özel eğitim alan uzmanı, 4 insan-bilgisayar etkileşimi uzmanı ve 10 özel eğitim öğrencisinden veri toplanmıştır. Çalışmada araştırmacı tarafından geliştirilmiş kullanılabilirlik görüş değerlendirme formları ve yarı-yapılandırılmış görüşme formları ile nitel veriler toplanmıştır. Ayrıca SUS Kullanılabilirlik Ölçeği ile pilot uygulama aşamasında uygulamaya dair öğrenci görüşleri elde edilmiştir. Elde edilen nitel veriler içerik analizi yöntemiyle analiz edilmiştir. Çalışmanın bulgularında eğitsel dijital oyunda ödül mekanizması ve seviyelendirme olması gerektiği, karakter yönlendirmesinin oldukça basit oluşturulması ve öğrencinin motivasyonunu dağıtmaması gerektiği, oyun geliştirme sürecinin daha uzun olması gerektiği, oyun geliştirme aşamasında teknik uzmanlardan da yardım alınması gerektiği ve oyunu oynayacak öğrencilerin geliştirme aşamasına daha aktif dahil edilmesi gerektiği gibi bulgular ortaya çıkmıştır. Bu bulgular doğrultusunda oyun geliştirme aşamasının daha uzun tutulması ve bu aşamaya teknik uzmanların da dahil edilmesi, oyunun hedef kitlesi olan son kullanıcıların oyun geliştirme sürecine aktif olarak dahil edilmesi, son kullanıcıya oyun içinde daha fazla özgürlük sunulması ve oyuna ödül mekanizması, zorluk seviyesi gibi özellikler ekleyerek son kullanıcının motive edilmesi önerilmektedir.
The aim of this study is to examine the process of developing educational digital games for children with special learning disabilities. Within the scope of the study, an educational digital game was developed for children with dyscalculia-type special learning disabilities. A case study, one of the qualitative research designs, was used in this study. While examining the game development process for students with special learning disabilities, the data collected were collected sequentially in 3 different stages. Continuous revisions were made using the data collected in these stages during the game development process and the game development process was completed. A 5-stage digital game-based learning model was followed during the game development process. The stages of the 5-stage digital game-based development model taken as a reference were structured within the scope of 3 stages in this study as pre-prototype, pilot application and final prototype. The participants in this study were determined by the convenience sampling method. Within the scope of the study, data were collected from 3 special education field experts, 4 human-computer interaction experts and 10 special education students. In the study, qualitative data were collected with usability opinion evaluation forms developed by the researcher and semi-structured interview forms. In addition, student opinions on the application were obtained during the pilot application stage with the SUS Usability Scale. The qualitative data obtained were analyzed using the content analysis method. The findings of the study revealed that there should be a reward mechanism and leveling in the educational digital game, the character orientation should be created quite simply and should not distract the student's motivation, the game development process should be longer, technical experts should also be sought during the game development phase, and students who will play the game should be more actively involved in the development phase. In line with these findings, it is suggested that the game development phase should be kept longer and technical experts should be included in this phase, end users, who are the target audience of the game, should be actively involved in the game development process, more freedom should be offered to the end user within the game, and the end user should be motivated by adding features such as a reward mechanism and difficulty level to the game.
The aim of this study is to examine the process of developing educational digital games for children with special learning disabilities. Within the scope of the study, an educational digital game was developed for children with dyscalculia-type special learning disabilities. A case study, one of the qualitative research designs, was used in this study. While examining the game development process for students with special learning disabilities, the data collected were collected sequentially in 3 different stages. Continuous revisions were made using the data collected in these stages during the game development process and the game development process was completed. A 5-stage digital game-based learning model was followed during the game development process. The stages of the 5-stage digital game-based development model taken as a reference were structured within the scope of 3 stages in this study as pre-prototype, pilot application and final prototype. The participants in this study were determined by the convenience sampling method. Within the scope of the study, data were collected from 3 special education field experts, 4 human-computer interaction experts and 10 special education students. In the study, qualitative data were collected with usability opinion evaluation forms developed by the researcher and semi-structured interview forms. In addition, student opinions on the application were obtained during the pilot application stage with the SUS Usability Scale. The qualitative data obtained were analyzed using the content analysis method. The findings of the study revealed that there should be a reward mechanism and leveling in the educational digital game, the character orientation should be created quite simply and should not distract the student's motivation, the game development process should be longer, technical experts should also be sought during the game development phase, and students who will play the game should be more actively involved in the development phase. In line with these findings, it is suggested that the game development phase should be kept longer and technical experts should be included in this phase, end users, who are the target audience of the game, should be actively involved in the game development process, more freedom should be offered to the end user within the game, and the end user should be motivated by adding features such as a reward mechanism and difficulty level to the game.
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