Technology has progressed very quickly in recent years. The expansion of personal computers and the Internet was followed by the emergence of mobile phones. Many of us now have touch-screen smart devices.

As in every technological development, this development in mass communication technologies has caused changes in the structure of society. Today’s young people do not remember a period when there is no mobile phone and internet, and they place technology at an important point in their lives. The next generation, in other words, is the first generation that has opened its eyes with the digital world, and they are now integrated into this world without thinking that they can do nothing without technology.

Turkey Statistical Institute in 2015 24.3% of Turkey’s population, according to the 0-14 age group, in other words, Z kuşağıdır.b training the importance of our system to use technology dramatically revealed koymaktadır.orta exit this generation gap has to feel itself on education. Developing technologies and the fact that these technologies are located at the center of the life of Z generation have changed the learning styles of students and differentiated their expectations from the teacher and teaching environments, it is unthinkable that today’s education system is based on constructivist education system and it is not at the center of education for us in its technology which is the focal point in the world.

Traditional teaching systems have a certain speed, linear and text-based structure. However, learners of the 21st century tend to be engaged in more than one job at the same time, and are prone to random access to information at varying speeds, just like in games. It is not possible to say that there is a congruence between the traditional teaching systems and the preferences of the new generation.

In the formation of this difference, neuroplasticity, which differentiates the nerve cells due to the different stimuli of the new generation’s brain, is shown as a source. Students who are aware of this situation have been working on the use of games in education for a while. But there are many factors that make it difficult to use games in education. The most important thing is that designing cost and games is a long-term business. The use of gamification in education must overcome these disadvantages with the support of educators.

Games can be enriched in every field.

A teacher who is planning to give notes on educational practices in education can eliminate the negative competition that may arise among the learners by giving a high grade to each student who has achieved certain applications in order not to get negative feedback, or even the gamification design can be prepared in a model where cooperation is necessary to help win the game which supports easily. It can be seen as a good example that the field owners must interact with other fields in order to grow in the Farmville game. If these studies are done, in-class competition will become a factor that increases the fun in the game rather than a phenomenon that creates tension. Thus, it is effective in reducing negative behaviors on learners. In this course, students will be encouraged to increase productive behaviors and increase their motivation. Students with increased motivation will participate more in class activities and self-efficacy perceptions will increase.

Isn’t this the learner profile that educators imagine?

Participants, benevolent, self-efficacy perception is high, motivated and most importantly, learning is performed with pleasure, the learners who are impatient to come to school Katılımcı

To accomplish this, to make learning fun by learning the game is falling into the educators. We must keep one end of the job, the power of being an educator must be permanently beautified the world of learning.