27Jul 2018


Crossref Cited-by Linking logo
  • Abstract
  • Keywords
  • References
  • Cite This Article as
  • Corresponding Author

The information technologies that have become widespread since the end of the 20th century have changed the ways of thinking process of today’s learners. In parallel with the developing technology, the changing needs have made computer games as an important media tool. The attractive features of computer games and their potentials have led to different approaches in the field of education as well as other disciplines. Researches and studies based on the possibility that computer games can create a new learning culture in the field of education aims to provide an active and dynamic learning environment for the students who become passive and indifferent because of traditional forms of education. This paper aims that computer games can offer new possibilities in the context of design education. To reveal the usage of computer games in design education, a comparative and evaluation method is tested and analyzed.

  1. Bates, B. (2001). Story: Writing Skills for Game Developers. Game Developers Conference, San Jose, http://www.gdconf.com/archives/ proceedings/2001/game_papers.html
  2. Bisso, C. and J. Luckner (1996). ?Fun in Learning: The pedagogical role of fun in adventure education.? Journal of Experiential Education 9(2): 108-112.
  3. Gagne, R. (1985). The conditions of learning, New York: Holt, Rinehart & Winston.
  4. Gredler, M. (1992). Designing and evaluating games and simulations: a process approach. London, Kogan Page
  5. Hargreaves, D. (2000). Towards Education for Innovation, Qualifications and Curriculum Authority, London, UK.
  6. Henderson, L., J. Klemes, et al. (2000). ?Just playing a game? Educational Simulation Software and Cognitive Outcomes.? J. Educational Computing Research 22(1): 105-129.
  7. Huizinga, J., (1995). Homo Ludens, AyrıntıYayınları, İstanbul.
  8. Hunicke, R., LeBlanc, M., &Zubek, R. (2004). MDA: A formal approach to game design and game research, Proceedings of the Challenges in Game AI Workshop, Nineteenth National Conference on Artificial Intelligence.
  9. Kahvecioğlu, N. (2007). Architectural design studio organization and creativity, ITU A|Z, vol.4, no. 2, pp. 6-26.
  10. Kim, S. (2001). Web games that make business sense. Game Developers Conference, San Josehttp://www.gdconf.com/archives/ proceedings/2001/game_papers.html
  11. Klaila, D.: Game-Based E-Learning Gets Real, http://www.learningcircuits.org/2001/jan2001/klaila.html
  12. Kirriemuir, J. (2002). The relevance of video games and gaming consoles to the Higher and Further Education learning experience, https://docplayer.net/19298681-The-relevance-of-video-games-and-gaming-consoles-to-the-higher-and-further-education-learning-experience-jisc-2002.html
  13. Lieberman, D. A. (2006). What can we learn from playing interactive games?, In P. Vorderer& J. Bryant (Ed.), Playing video games: Motives, responses, and consequences, Mahwah, NJ: Lawrence Erlbaum Associates.
  14. Low, G. S. (2001). Understanding Realism in Computer Games through Phenomenology, Stanford HCI lab. http://www-cs-students.stanford.edu/~geksiong/papers/cs378/cs378paper.pdf
  15. Murtaugh, M. (1996). The Automatist Storytelling System: Putting the Editor?s Knowledge in Software. MIT Media Lab, Masters Thesis, https://dspace.mit.edu/bitstream/handle/1721.1/29114/36365056-MIT.pdf?sequence=2
  16. Petty, G. (2004). Teaching today: A practical guide (4), Cheltenham, UK: Nelson Thornes.
  17. Prensky, M. (2001). Digital game-based learning. New York, NY: McGraw-Hill.
  18. Rouse, R. (2001). Game design theory and practice, Plano, Texas: Wordware Publishing.
  19. Sawyer, B. (2002). Serious Games: Improving public policy through game-based learning and simulation, Woodrow Wilson International Center for Scholars: 31, http://wwics.si.edu/foresight/game/index.htm
  20. Shelley,B.(2001).Guidelines for developing successful games,https://www.gamasutra.com/view/feature/131450/guidelines_for_developing.php
  21. Van Eck, R. (2006). Digital game-based learning: It?s not just the digital natives who are restless, Educause, vol. 41, no. 2, pp. 16-30.
  22. Wang, W. veChien, S.F., (2003), ??Game as a Design Instructional Tool??, CAADRIA 2003 Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia, 18-20 October 2003, Bangkok Thailand, 739-744.
  23. Winn, B. (2009). The Design, Play and Experience Framework, Ed. R. E. Ferdig, Handbook of Research on An Effective Electronic and Gaming in Education, Hershey, Newyork, cilt 3, Sf. 1010-1024.
  24. Wolfe, D. A. (2002). Social Capital and Cluster Development in Learning Regions, Knowledge, Clusters and Learning Regions, Ed. Holbrook, J.A., and Wolfe, D.A., Queen's University, Kingston.
  25. Woodbury, R.F., Shannon, S.J. ve Radford, A.D., (2001), ??Games in Early Design Education. Playing with Metaphor??, Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures, 8-11 July 2001, Eindhoven, 201-214.
  26. Woodcock, S. (2001). Game AI: The State of the Industry. https://www.gamasutra.com/view/feature/131975/game_ai_the_state_of_the_industry.php

[EMİRHAN COŞKUN, G?LEN ?AĞDAŞ (2018); CONSIDERING COMPUTER GAMES AS A LEARNING TOOL IN BASIC DESIGN EDUCATION Int. J. of Adv. Res. 6 (Jul). 1077-1095] (ISSN 2320-5407). www.journalijar.com

Emirhan Co?kun
Istanbul Technical University


Article DOI: 10.21474/IJAR01/7461      
DOI URL: http://dx.doi.org/10.21474/IJAR01/7461