Gamification-based mobile applications and an application proposal for the special education field
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Abstract (EN)
This study, which aims to contribute to the education processes of children with dyslexia utilizing the gamification method, consists of four parts. In the first chapter, the concept of gamification is defined and theoretical information about which models and elements gamification should be designed with is given, the relationship between gamification and motivation is discussed and its utilization areas are explained within the framework of current examples. In the second chapter, following the definition of special education and the classification of children with special education needs, further information is given on the characteristics of individuals diagnosed with special learning disabilities, which constitute the target group of the application proposal. In the third chapter, examples of Turkish language supported mobile applications used in special education "İçimdeki Hazine", "Tohum 2", "İşaret Dilim" and "Balıkçı Eskimo", are examined in terms of form and content. In the last part, "Güneş'in Günlüğü" which is the gamification-based mobile application proposal of this thesis, designed to support primary school students with reading difficulties in the first or second grade of the Turkish education system, to read the text fluently and correctly, to understand what they read, to improve their word recognition skills, to read, write and spell words correctly. The aim of this application is to develop students' skills with sufficient motivation, without them getting bored, keeping the student in contact with the real world is an important part of this process in order to avoid them being dependent on technology and making sure that while they use the application they are getting the support of family members and/or trainers. A working prototype was prepared on a tablet device by receiving the necessary software support for the application, which was developed and improved in accordance with the feedback received from 12 academicians, who are experts in the special education field, through an online questionnaire.
Author
Görkem Tılıç
How to Cite
Görkem Tılıç (Proficiency in Art Thesis). Gamification-based mobile applications and an application proposal for the special education field, 2022, Hacettepe University.
Keywords
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