E-Öğrenme Ortamlarında Oyunlaştırma Kullanımının Öğrenenlerin Akademik Başarısına ve Derse Katılım Durumuna Etkisinin İncelenmesi
An Examination of Effects of The Use Of Gamifıcation In E-Learning Environments on Learners’ Academic Achievement and Participation
Author(s): Yeliz Tunga, Mustafa Murat İnceoğluSubject(s): Higher Education , ICT Information and Communications Technologies
Published by: Celal Bayar Üniversitesi Sosyal Bilimler Enstitüsü
Keywords: Gamification; E-Learning; Participation; Academic Achievement;
Summary/Abstract: The aim of this study is to examine effects of using gamification in e-learning environments on learners’ academic achievement and participation. Experimental group students were used gamified e-learning environment and control group students used traditional e-learning environment. 46 first grade college students in 2015-2016 academic year participated in the study. Academic achievement test which was developed by the researcher, semistructured interview form and Moodle logs were used as data collection instruments. The results of the study revealed that there wasn't a significant difference between post and retention test results of experimental and control group students. Experimental group students had higher page view and higher completion rate in educational activities. Finally, students who used gamified e-learning environment stated positive opinions about use of gamification in e- learning environment. They expressed that gamification elements used in this study were motivating, helpful to navigate their learning progress and leading to complete educational activities.
Journal: Celal Bayar Üniversitesi Sosyal Bilimler Dergisi
- Issue Year: 18/2020
- Issue No: Sp. Issue
- Page Range: 339-356
- Page Count: 18
- Language: Turkish