Araştırma Makalesi
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A study on educational software development through gamification in guitar education

Yıl 2023, , 1 - 27, 31.01.2023
https://doi.org/10.19128/turje.1162940

Öz

This study aims to develop educational software for the instrument (guitar) training course through gamification. The study was carried out by basing on the design and development research method and the processes included in the analysis, design, development, implementation, and evaluation phases of the method are considered as the sub-problems of the study. In each phase, interview techniques were used and the participants were determined according to the requirements of the phases. The results reveal that students find the education with traditional methods in instrument education boring and therefore their motivation is low. As a result of the studies carried out to offer solutions to the existing problems related to motivation in instrument (guitar) education, a mobile application called Gitarist was developed and the application was revealed as a product. In the implementation phase, it was concluded that the application developed through gamification techniques had motivation-enhancing effects on students. In line with the results, some suggestions were made for technology-supported studies to be carried out in the future.As a result of the studies carried out in line with the requirements of the analysis, design, development, implementation, and evaluation phases, the final version of the mobile application called Gitarist was formed and the application was revealed as a product.

Destekleyen Kurum

Marmara University Scientific Research Projects Unit

Proje Numarası

EGT-CDRP-101018-0522

Teşekkür

This study was supported by Marmara University Scientific Research Project numbered EGT-CDRP-101018-0522. The authors would like to thank Marmara University Scientific Research Projects Unit for their contributions.

Kaynakça

  • Bell, S. J., & Shank, J. D. (2007). Academic librarianship by design: A blended librarian’s guide to the tools and techniques. American Library Association.
  • Berber, A. (2018). Oyunlaştırma: Oynayarak Başarmak. Seçkin.
  • Birch, H. (2013). Motivational Effects of Gamification of Piano Instruction and Practice (Unpublished doctoral thesis). University of Toronto.
  • Bozkurtlar, S., & Samur, Y. (2017). Sınıf Yönetiminde Oyunlaştırmaya Yönelik Öğrenci Görüşlerinin İncelenmesi [The Investigation of The Students' Views on Gamification in Classroom Management]. Ege Journal of Educational Technologies, 1(2), 103-124.
  • Can, A. A., & Aras, T. (2017). Bilişim Teknolojilerinin İlköğretim Müzik Dersinde Kullanımına Yönelik Öğretmen Görüşlerinin Değerlendirilmesi [The Evaluation of Teacher’s Point of Views About The Practice of Information Technologies in Primary Education Music Class]. Atatürk University Journal of Institute of Fine Arts, 39, 9-30.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining Gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (p. 9-15). ACM. https://doi.org/10.1145/2181037.2181040
  • Edip, S. (2019). Oyun Tasarımı Anahtarı Modeline Göre Bir Kutu Oyunu Tasarlanması, Geliştirilmesi ve Değerlendirilmesi [Design, develop and evaluate a board game according to game design key model] (Unpublished master’s thesis). Bahçeşehir University.
  • Erim, A., & Yöndem, S. (2009). Video Model Destekli Öğretimin Gitar Performansına Etkisi [The Effect of Model Aided Teaching on Guitar Performance]. Buca Faculty of Education Journal, (26), 45-55.
  • Graham, K., & Schofield, D. (2018). Rock god or game guru: Using Rocksmith to learn to play a guitar. Journal of Music, Technology & Education, 11(1), 65-82. https://doi.org/10.1386/jmte.11.1.65_1.
  • Hanus, D., M., & 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, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019.
  • Hitchens, M., & Tulloch, R. (2017). A Gamification Design for The Classroom. Interactive Technology and Smart Education, 15(1), 28-45. https://doi.org/10.1108/ITSE-05-2017-0028.
  • Kara, N., & Cağıltay, K. (2020). Smart toys for preschool children: A design and development research. Electronic Commerce Research and Applications. http://doi.org/10.1016/j.elerap.2019.100909.
  • Kim, S., Song, K., Lockee, B., & Burton J. (2018). Gamification in Learning and Education: Enjoy Learning Like Gaming. Springer International Publishing AG. ISBN-13: 978-3319472829.
  • Kurtuldu, K. M. (2010). Piyano Eğitiminde Başarısızlık Nedenlerine Yönelik Öğrenci Görüşlerinin Değerlendirilmesi [Assesment on Student’s View About Failure Reasons in Piano Education]. Kastamonu Education Journal, 18(3), 917-930.
  • Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M.A., Guerrero-Puerta, L., Aguilar-Parra, J.M., Trigueros, R., & Alias, A. (2021). Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education. Sustainability. https://doi.org/10.3390/su13042247
  • Molero, D., Schez-Sobrino, S., Vallejo, D., Glez-Morcillo, C., & Albusac, J. (2021). A novel approach to learning music and piano based on mixed reality and gamification. Multimedia Tools and Applications, 80, 165-186. https://doi.org/10.1007/s11042-020-09678-9.
  • Özmenteş, S. (2013). Çalgı Eğitiminde Öğrenci Motivasyonu ve Performans [Student Performance and Motivation in Instrument Education]. Journal of Research in Education and Teaching, 2(2), 320-331.
  • Pelling, N. (2011). The Short Prehistory of “Gamification” Funding Startups (&Other Impossibilities). Retrieved November 13, 2019 from https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/.
  • Peng, F. (2021). Optimization of Music Teaching in Colleges and Universities Based on Multimedia Technology. Advances in Educational Technology and Psychology, 5, 47-57. https://doi.org/10.23977/aetp.2021.55009.
  • Putz, L.-M., Hofbauer, F., & Treiblmaier, H. (2020). Can gamification help to improve education? Findings from a longitudinal study. Computers in Human Behavior. 110(September 2020), 106392 https://doi.org/10.1016/j.chb.2020.106392
  • Richey, R. C., & Klein, J. D. (2007). Design and Development Research Methods, Strategies, and Issues. Taylor & Francis Group, Routledge. https://doi.org/10.4324/9780203826034
  • Richey, R. C., & Klein, J. D. (2014). Design and Development Research. Spector, J. M., Merrill, M.D., Elen, J. & Bishop, M.J. (eds.). Handbook of Research on Educational Communications and Technology (s. 141-150). Springer. https:// doi.org/10.1007/978-1-4614-3185-5_12.
  • Shelton, K., & Saltsman, G. (2007). Using the ADDIE Model for Teaching Online. International Journal of Information and Communication Technology Education, 2(3), 14-26. https://doi.org/10.4018/jicte.2006070102
  • Wagner, C. (2016). Digital Gamification in Private Music Education. Antistasis, 7(1), 115-122.
  • Zichermann, G., & Cunningham, C. (2011). Gamification by Design Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media, Inc.

Gitar eğitiminde oyunlaştırma yöntemine yönelik eğitsel yazılım geliştirme çalışması

Yıl 2023, , 1 - 27, 31.01.2023
https://doi.org/10.19128/turje.1162940

Öz

Bu çalışma, çalgı (gitar) eğitimi dersi için oyunlaştırma yöntemi doğrultusunda eğitsel bir yazılım geliştirmeyi amaçlamaktadır. Çalışma, tasarım ve geliştirme araştırması yöntemi temel alınarak gerçekleştirilmiş ve yöntemin aşamaları olan analiz, tasarım, geliştirme, uygulama ve değerlendirme aşamaları içerisinde yer alan süreçler, çalışmanın alt problemleri olarak ele alınmıştır. Her aşamada, nitel araştırma yöntemi içerisindeki görüşme tekniklerinden yararlanılmış ve katılımcılar aşamaların ihtiyaçları doğrultusunda belirlenmiştir. Çalışmanın sonuçları günümüz öğrencilerinin, çalgı eğitiminde geleneksel yöntemler ile verilen eğitimi sıkıcı bulduklarını ve bu nedenle motivasyonlarının düşük olduğunu ortaya koymaktadır. Çalgı (gitar) eğitiminde motivasyona yönelik karşılaşılan mevcut sorunlara çözüm yolları sunabilmek için analiz, tasarım, geliştirme, uygulama ve değerlendirme aşamalarının gerekleri doğrultusunda yapılan çalışmalar neticesinde Gitarist adlı mobil uygulama geliştirilmiş ve uygulama bir ürün olarak ortaya çıkarılmıştır. Çalışmanın uygulama aşamasında, oyunlaştırma teknikleri kapsamında geliştirilen mobil uygulamanın, öğrenciler üzerinde motivasyonu artırıcı etkileri olduğu sonuçlarına ulaşılmıştır. Çalışmadan elde edilen sonuçlar doğrultusunda alan ve ileride yapılacak olan teknoloji destekli bu tarz çalışmalar için bazı önerilerde bulunulmuştur.

Proje Numarası

EGT-CDRP-101018-0522

Kaynakça

  • Bell, S. J., & Shank, J. D. (2007). Academic librarianship by design: A blended librarian’s guide to the tools and techniques. American Library Association.
  • Berber, A. (2018). Oyunlaştırma: Oynayarak Başarmak. Seçkin.
  • Birch, H. (2013). Motivational Effects of Gamification of Piano Instruction and Practice (Unpublished doctoral thesis). University of Toronto.
  • Bozkurtlar, S., & Samur, Y. (2017). Sınıf Yönetiminde Oyunlaştırmaya Yönelik Öğrenci Görüşlerinin İncelenmesi [The Investigation of The Students' Views on Gamification in Classroom Management]. Ege Journal of Educational Technologies, 1(2), 103-124.
  • Can, A. A., & Aras, T. (2017). Bilişim Teknolojilerinin İlköğretim Müzik Dersinde Kullanımına Yönelik Öğretmen Görüşlerinin Değerlendirilmesi [The Evaluation of Teacher’s Point of Views About The Practice of Information Technologies in Primary Education Music Class]. Atatürk University Journal of Institute of Fine Arts, 39, 9-30.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining Gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (p. 9-15). ACM. https://doi.org/10.1145/2181037.2181040
  • Edip, S. (2019). Oyun Tasarımı Anahtarı Modeline Göre Bir Kutu Oyunu Tasarlanması, Geliştirilmesi ve Değerlendirilmesi [Design, develop and evaluate a board game according to game design key model] (Unpublished master’s thesis). Bahçeşehir University.
  • Erim, A., & Yöndem, S. (2009). Video Model Destekli Öğretimin Gitar Performansına Etkisi [The Effect of Model Aided Teaching on Guitar Performance]. Buca Faculty of Education Journal, (26), 45-55.
  • Graham, K., & Schofield, D. (2018). Rock god or game guru: Using Rocksmith to learn to play a guitar. Journal of Music, Technology & Education, 11(1), 65-82. https://doi.org/10.1386/jmte.11.1.65_1.
  • Hanus, D., M., & 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, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019.
  • Hitchens, M., & Tulloch, R. (2017). A Gamification Design for The Classroom. Interactive Technology and Smart Education, 15(1), 28-45. https://doi.org/10.1108/ITSE-05-2017-0028.
  • Kara, N., & Cağıltay, K. (2020). Smart toys for preschool children: A design and development research. Electronic Commerce Research and Applications. http://doi.org/10.1016/j.elerap.2019.100909.
  • Kim, S., Song, K., Lockee, B., & Burton J. (2018). Gamification in Learning and Education: Enjoy Learning Like Gaming. Springer International Publishing AG. ISBN-13: 978-3319472829.
  • Kurtuldu, K. M. (2010). Piyano Eğitiminde Başarısızlık Nedenlerine Yönelik Öğrenci Görüşlerinin Değerlendirilmesi [Assesment on Student’s View About Failure Reasons in Piano Education]. Kastamonu Education Journal, 18(3), 917-930.
  • Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M.A., Guerrero-Puerta, L., Aguilar-Parra, J.M., Trigueros, R., & Alias, A. (2021). Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education. Sustainability. https://doi.org/10.3390/su13042247
  • Molero, D., Schez-Sobrino, S., Vallejo, D., Glez-Morcillo, C., & Albusac, J. (2021). A novel approach to learning music and piano based on mixed reality and gamification. Multimedia Tools and Applications, 80, 165-186. https://doi.org/10.1007/s11042-020-09678-9.
  • Özmenteş, S. (2013). Çalgı Eğitiminde Öğrenci Motivasyonu ve Performans [Student Performance and Motivation in Instrument Education]. Journal of Research in Education and Teaching, 2(2), 320-331.
  • Pelling, N. (2011). The Short Prehistory of “Gamification” Funding Startups (&Other Impossibilities). Retrieved November 13, 2019 from https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/.
  • Peng, F. (2021). Optimization of Music Teaching in Colleges and Universities Based on Multimedia Technology. Advances in Educational Technology and Psychology, 5, 47-57. https://doi.org/10.23977/aetp.2021.55009.
  • Putz, L.-M., Hofbauer, F., & Treiblmaier, H. (2020). Can gamification help to improve education? Findings from a longitudinal study. Computers in Human Behavior. 110(September 2020), 106392 https://doi.org/10.1016/j.chb.2020.106392
  • Richey, R. C., & Klein, J. D. (2007). Design and Development Research Methods, Strategies, and Issues. Taylor & Francis Group, Routledge. https://doi.org/10.4324/9780203826034
  • Richey, R. C., & Klein, J. D. (2014). Design and Development Research. Spector, J. M., Merrill, M.D., Elen, J. & Bishop, M.J. (eds.). Handbook of Research on Educational Communications and Technology (s. 141-150). Springer. https:// doi.org/10.1007/978-1-4614-3185-5_12.
  • Shelton, K., & Saltsman, G. (2007). Using the ADDIE Model for Teaching Online. International Journal of Information and Communication Technology Education, 2(3), 14-26. https://doi.org/10.4018/jicte.2006070102
  • Wagner, C. (2016). Digital Gamification in Private Music Education. Antistasis, 7(1), 115-122.
  • Zichermann, G., & Cunningham, C. (2011). Gamification by Design Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media, Inc.
Toplam 25 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Alan Eğitimleri
Bölüm Araştırma Makaleleri
Yazarlar

Tuncay Aras 0000-0002-9413-3351

Ajda Aylin Can 0000-0001-9332-0385

Proje Numarası EGT-CDRP-101018-0522
Yayımlanma Tarihi 31 Ocak 2023
Kabul Tarihi 21 Kasım 2022
Yayımlandığı Sayı Yıl 2023

Kaynak Göster

APA Aras, T., & Can, A. A. (2023). A study on educational software development through gamification in guitar education. Turkish Journal of Education, 12(1), 1-27. https://doi.org/10.19128/turje.1162940

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