Araştırma Makalesi    |    Açık Erişim
Anadolu Türk Eğitim Dergisi 2026, Clt. 8(1) 138-153

Toward a Conceptual Extension of TPACK through Game-Based and Simulation-Supported Learning

Fatih Pala, Sinan Akdağ

ss. 138 - 153   |  DOI: https://doi.org/10.29329/ated.2026.1415.8

Yayın Tarihi: Haziran 29, 2026  |   Görüntüleme Sayısı: 0/0   |   İndirilme Sayısı: 0/0


Özet

This study examines the impact of game-based and simulation-supported learning environments on students’ academic achievement, engagement, and technological pedagogical competencies in social studies education. Despite the increasing integration of digital technologies in education, the pedagogical effectiveness of combining game-based and simulation-supported approaches remains underexplored, particularly in relation to established theoretical frameworks such as Technological Pedagogical Content Knowledge (TPACK). To address this gap, the study employed a mixed-method research design involving 64 secondary school students divided into experimental and control groups. Quantitative data were collected through achievement tests, TPACK scales, and engagement measures, while qualitative data were obtained from interviews, observations, and reflective feedback. The findings indicate that students in the experimental group demonstrated significantly higher levels of academic achievement and engagement compared to those in traditional learning environments. Specifically, the experimental group showed a significant increase in academic achievement (Δ = 19.30, p < .001), whereas the control group showed a limited and non-significant improvement (Δ = 6.40, p > .05). Beyond the empirical findings, the study contributes to the literature by proposing the TPACK-GSL model as a preliminary conceptual extension of the TPACK framework. Drawing on evidence derived from students’ learning outcomes and experiences in game-based and simulation-supported learning environments, the model suggests that technology integration may be understood as a dynamic and context-responsive process shaped by interaction, experiential learning, and pedagogical design. While the proposed model provides initial theoretical insights into technology-supported learning, further research is needed to validate and refine the model across different educational contexts, disciplines, and instructional settings.

Anahtar kelimeler: Game-based learning, Simulation-supported learning, TPACK, Digital pedagogy, Social studies education


Bu makaleye nasıl atıf yapılır

APA 7th edition
Pala, F., & Akdag, S. (2026). Toward a Conceptual Extension of TPACK through Game-Based and Simulation-Supported Learning. Anadolu Türk Eğitim Dergisi, 8(1), 138-153. https://doi.org/10.29329/ated.2026.1415.8

Harvard
Pala, F. and Akdag, S. (2026). Toward a Conceptual Extension of TPACK through Game-Based and Simulation-Supported Learning. Anadolu Türk Eğitim Dergisi, 8(1), pp. 138-153.

Chicago 16th edition
Pala, Fatih and Sinan Akdag (2026). "Toward a Conceptual Extension of TPACK through Game-Based and Simulation-Supported Learning". Anadolu Türk Eğitim Dergisi 8 (1):138-153. https://doi.org/10.29329/ated.2026.1415.8

Kaynakça

    Agbasi, O. L., Onyewuchi, P. C., Ibebuilo, I. H., Okoli, J. C., & Okafor, N. P. (2026). Reconceptualizing teacher education through the lens of essential digital skills and professional competencies: a review. Stem Journal Of Anambra Stan, 6(1), 84-94.

    Al-Sindi, T., Putra, H. D., & Ghozi, S. (2023). Integrating technology into classroom training. Journal of Training, Education, Science and Technology, 1-6. https://doi.org/10.51629/jtest.v1i1.168

    Angeli, C., & Valanides, N. (Eds.). (2014). Technological pedagogical content knowledge: Exploring, developing, and assessing TPCK. Springer.

    Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa

    Braun, V., & Clarke, V. (2021). Thematic analysis: A practical guide. Sage.

    Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065

    Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). Sage.

    Dede, C., Saxberg, B., & Richards, J. (2018). Learning engineering for online education (Vol. 95). New York: Routledge.

    Fawns, T. (2022). An entangled pedagogy: Looking beyond the pedagogy–technology dichotomy. Postdigital Science and Education, 4, 711–728. https://doi.org/10.1007/s42438-022-00302-7

    Falloon, G. (2020). From simulations to real: Investigating young students’ learning and transfer from simulations to real tasks. British Journal of Educational Technology, 51(3), 778-797. https://doi.org/10.1111/bjet.12885

    Fitrianto, I., & Saif, A. (2024). The role of virtual reality in enhancing Experiential Learning: a comparative study of traditional and immersive learning environments. International Journal of Post Axial: Futuristic Teaching and Learning, 97-110. https://doi.org/10.59944/postaxial.v2i2.300

    Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59–109. http://www.jstor.org/stable/3516061

    Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment (CIE), 1(1), 20. https://doi.org/10.1145/950566.950595

    Koehler, M. J., & Mishra, P. (2009). What is technological pedagogical content knowledge (TPACK)? Contemporary Issues in Technology and Teacher Education, 9(1), 60–70.

    Makransky, G., & Petersen, G. B. (2021). Immersive virtual reality and learning: A meta-analysis. Educational Psychology Review, 33, 937–959. https://doi.org/10.1007/s10648-020-09586-2

    Martín-Rodríguez, A., & Madrigal-Cerezo, R. (2025). Technology-enhanced pedagogy in physical education: Bridging engagement, learning, and lifelong activity. Education Sciences, 15(4), 409. https://doi.org/10.3390/educsci15040409

    Mposula, F., & Oyetade, K. (2025). Enhancing Programming Education through Game-Based Learning for Improved Engagement and Learning Outcomes. Educational Process: International Journal, 19, e2025558. https://doi.org/10.22521/edupij.2025.19.558

    Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

    Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020).
    A systematic review of immersive virtual reality applications for higher education. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778

    Redecker, C. (2017). European Framework for the Digital Competence of Educators: Digcompedu. https://doi.org/10.2760/159770

    Scherer, R., Siddiq, F., & Tondeur, J. (2019). The technology acceptance model (TAM): A meta-analytic structural equation modeling approach. Computers & Education, 128, 13–35. https://doi.org/10.1016/j.compedu.2018.09.009

    Schmidt, D. A., Baran, E., Thompson, A. D., Mishra, P., Koehler, M. J., & Shin, T. S. (2009).
    Technological pedagogical content knowledge (TPACK): The development and validation of an assessment instrument for preservice teachers. Journal of Research on Technology in Education, 42(2), 123–149. https://doi.org/10.1080/15391523.2009.10782544

    Sheffield, R. S., Koul, R. B., & Sims, C. (2024). Game-based science simulations to support learning and teaching: Science pre-service teachers’ perceptions. Innovation and Education, 6(1), 1-29. https://doi.org/10.1163/25248502-bja00003

    Squire, K. (2013). Video games and learning: Teaching and participatory culture in the digital age. Alberta Journal of Educational Research, 59(1), 129-132.

    Szilágyi, S., Palencsár, E., Körei, A., & Török, Z. (2025). Examining the effectiveness of non-digital game-based learning among university computer science students on the topic of improper integrals. Education Sciences, 15(2), 132. https://doi.org/10.3390/educsci15020132

    Vashchuk, A. (2024). Teacher professional development in digital pedagogy. Digital Inclusion In English Language Teaching, 56.

    Voogt, J., Erstad, O., Dede, C., & Mishra, P. (2013). Challenges to learning and schooling in the digital networked world. Journal of Computer Assisted Learning, 29(5), 403–413. https://doi.org/10.1111/jcal.12029

    Yusuf, F. A., Mutoharoh, M., & Maarif, M. (2025). Digital Transformation in Learning: A Systematic Review of Digital Technology Utilization to Enhance Student-Centered Learning Effectiveness. Asian Journal of Multidisciplinary Studies, 8(1), 181–190.