Affiliation:
1. ISPARTA UYGULAMALI BİLİMLER ÜNİVERSİTESİ
2. ısparta uygulamalı bilimler üniversitesi
Abstract
Modern computer games use realistic animations, sound effects, and three-dimensional virtual environments to attract the attention of players. Forestry education achieved using digital computer games, such as developing students' planting information. Through it, learners can increase their motivation towards relevant subjects in a variety of fields. Learning becomes more interesting and curious when educational digital games are developed using the latest technology. An educational three-dimensional computer game was developed using the Unity game engine and C# coding language to provide information about nature to young people. A virtual environment and educational content were developed and can be used for educational purposes
Funder
The Scientific and Technological Research Council of Turkey
Publisher
Bogazici University Journal of Education, Bogazici University
Reference21 articles.
1. Baigi, S. F. M., Aval, R. N., Sarbaz, M., & Kimiafar, K. (2022). Evaluation tools for digital educational games: a systematic review. Acta Medica Iranica, 60(8), 499–507. https://doi.org/10.18502/acta.v60i8.10835
2. Bakhsh, K., Hafeez, M., Shahzad, S., Naureen, B., & Farid, M. F. (2022). Effectiveness of digital game based learning strategy in higher educational perspectives. Journal of Education and e-Learning Research, 9(4), 258–268. https://doi.org/10.20448/jeelr.v9i4.4247
3. Brown, A. L. (1992). Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings. Journal of the Learning Sciences, 2(2), 141–178. https://doi.org/10.1207/s15327809jls0202_2
4. Coşkun, B. K., & Akçay, A. (2018). Examining the prediction of digital game addiction awareness on digital educational game usage. Journal of Learning and Teaching in Digital Age, 8(1), 71–81. https://doi.org/10.53850/joltida.1098602
5. De Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Technology & Society, 21(2), 74–84. http://www.jstor.org/stable/26388380