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Year 2020, Volume: 3 Issue: 2, 53 - 65, 30.09.2020

Abstract

References

  • Azhar, K., & Iqbal, N. (2018). Effectiveness of Google Classroom: Teachers’ Perceptions, 2(2). 52-66.
  • Bozkurt, A., & Durak, G. (2018). A systematic review of research: In pursuit of homo Ludens. The International Journal of Game-Based Learning (IJGBL), 8(3), 15-33. Buselic, M. (2017). Distance Learning – concepts and contributions. Oeconomica Jadertina. 2, 10-17.
  • Cakıroglu, U., Basıbüyük, B., Güler, M., Atabay, M., & Memis, B. Y. (2017). Gamifying an ICT course: Influences on engagement and academic performance. Computers in Human Behavior, 69, 98–107.
  • Cloete, A. (2017). Technology and education: Challenges and opportunities. HTS Teologiese Studies/Theological Studies 73(4), 27-39.
  • Darejeh, A., & Salim, S. S. (2016). Gamification solutions to enhance software user engagement–a systematic review. International Journal of Human-Computer Interaction, 32(8), 613–642.
  • De-Marcos, L., García-López, E., García-Cabot, A., Medina-Merodio, J. A., Domínguez, A., Martínez-Herráiz, J. J., & Diez-Folledo, T. (2016). Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance. Computers in Human Behavior, 60, 312-321.
  • Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3), 75–88.
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. In Proceedings of 47th Hawaii International Conference on System Sciences, Waikoloa, HI (pp. 3025-3034).
  • Lestari, S., & Chasanatun, T. (2018). Applying Technology in Teaching English: Padlet, Animoto, and Sway. 2nd Social Sciences, Humanities, and Education Conference. Published by Atlantis Press.
  • Floyd, K., & Judge, S. (2012). The efficacy of assistive technology on reading comprehension for postsecondary students with learning disabilities. Assistive Technology Outcomes and Benefits, 8, 48–64.
  • Majhi, S., Jal, C., & Maharana, B. (2016). Content analysis of journal articles on Wiki in Science Direct Database. Library Philosophy and Practice (e-journal), 13-31.
  • Nair, C., Patil, A., & Mertova, P. (2011). Enhancing the quality of engineering education by utilising student feedback. European Journal of Engineering Education, 36(1), 3-12. Ortiz, M., Chiluiza, K., & Valcke, M. (2016). Gamification in higher education and stem: A systematic review of the literature. In Proceedings of the 8th annual International Conference on Education and New Learning. Technologies (EDULERAN16), Barcelona, Spain, July 4-6.
  • Pardeshi, V. H., & Alliwadi, S. (2015). Google apps: An alternative to learning management system. IOSR Journal of Business and Management, 75-78.
  • Pritasari, A. C., & Jumadi, J. (2018). Development of science learning tool based on problem based learning with Google Classroom to improve argumentation skill. Biosaintifika: Journal of Biology & Biology Education, 10(2), 348-355.
  • Raja, R., & Nagasubramani, P. C. (2018). Impact of modern technology in education. Journal of Applied and Advanced Research, 3(1), 33-35.
  • Schlagenhaufer, C., & Amberg, M. (2015). A descriptive literature review and classification framework for gamification in information systems. Retrieved from https://aisel.aisnet.org/%20ecis2015_cr/161 on 7 March 2020.
  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31.
  • Subhash, S., & Cudney, E. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192-206.
  • Sukmawati, S., & Nensia, N. (2019). The Role of Google Classroom in ELT. International Journal for Educational and Vocational Studies, 1(2), 142-145.
  • Surendeleg, G. (2014).The role of gamification in education – a literature review. Contemporary Engineering Sciences, 7(29), 1609 – 1616.
  • Thanavathi, C. (2019). Attitude of teacher educators towards google classroom. International Research Journal of Social Sciences, 2(3). 1-5.
  • Thiebes, S., Lins, S., & Basten, D. (2014). Gamifying information systems - a synthesis of gamification mechanics and dynamics. In Proceedings of the 22nd European Conference on Information Systems (ECIS), Tel Aviv, Israel.

CONTENT ANALYSIS OF ARTICLES THAT RELATED TO THE USE OF GOOGLE CLASSROOM AND GAMIFICATION IN EDUCATION FROM 2016 TO 2020

Year 2020, Volume: 3 Issue: 2, 53 - 65, 30.09.2020

Abstract

Today's learning and teaching process differ from the past, as the student becomes the focus of the educational process. Therefore, teachers need to be able to use technology incorrectly, technology integration into education is helpful, meaningful, and necessary. This study purposes to perform a content analysis to define the general framework of studies related to the use of google classroom and gamification in education. The sample of the research consists of articles published on google classroom and gamification in education between 2016 - 2020, the data obtained were analyzed using descriptive statistical methods, namely percentage and frequency. The findings indicated that the number of studies that discuss the use of google classroom and gamification in education should be increased, and this will lead to shedding light on future studies.

References

  • Azhar, K., & Iqbal, N. (2018). Effectiveness of Google Classroom: Teachers’ Perceptions, 2(2). 52-66.
  • Bozkurt, A., & Durak, G. (2018). A systematic review of research: In pursuit of homo Ludens. The International Journal of Game-Based Learning (IJGBL), 8(3), 15-33. Buselic, M. (2017). Distance Learning – concepts and contributions. Oeconomica Jadertina. 2, 10-17.
  • Cakıroglu, U., Basıbüyük, B., Güler, M., Atabay, M., & Memis, B. Y. (2017). Gamifying an ICT course: Influences on engagement and academic performance. Computers in Human Behavior, 69, 98–107.
  • Cloete, A. (2017). Technology and education: Challenges and opportunities. HTS Teologiese Studies/Theological Studies 73(4), 27-39.
  • Darejeh, A., & Salim, S. S. (2016). Gamification solutions to enhance software user engagement–a systematic review. International Journal of Human-Computer Interaction, 32(8), 613–642.
  • De-Marcos, L., García-López, E., García-Cabot, A., Medina-Merodio, J. A., Domínguez, A., Martínez-Herráiz, J. J., & Diez-Folledo, T. (2016). Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance. Computers in Human Behavior, 60, 312-321.
  • Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3), 75–88.
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. In Proceedings of 47th Hawaii International Conference on System Sciences, Waikoloa, HI (pp. 3025-3034).
  • Lestari, S., & Chasanatun, T. (2018). Applying Technology in Teaching English: Padlet, Animoto, and Sway. 2nd Social Sciences, Humanities, and Education Conference. Published by Atlantis Press.
  • Floyd, K., & Judge, S. (2012). The efficacy of assistive technology on reading comprehension for postsecondary students with learning disabilities. Assistive Technology Outcomes and Benefits, 8, 48–64.
  • Majhi, S., Jal, C., & Maharana, B. (2016). Content analysis of journal articles on Wiki in Science Direct Database. Library Philosophy and Practice (e-journal), 13-31.
  • Nair, C., Patil, A., & Mertova, P. (2011). Enhancing the quality of engineering education by utilising student feedback. European Journal of Engineering Education, 36(1), 3-12. Ortiz, M., Chiluiza, K., & Valcke, M. (2016). Gamification in higher education and stem: A systematic review of the literature. In Proceedings of the 8th annual International Conference on Education and New Learning. Technologies (EDULERAN16), Barcelona, Spain, July 4-6.
  • Pardeshi, V. H., & Alliwadi, S. (2015). Google apps: An alternative to learning management system. IOSR Journal of Business and Management, 75-78.
  • Pritasari, A. C., & Jumadi, J. (2018). Development of science learning tool based on problem based learning with Google Classroom to improve argumentation skill. Biosaintifika: Journal of Biology & Biology Education, 10(2), 348-355.
  • Raja, R., & Nagasubramani, P. C. (2018). Impact of modern technology in education. Journal of Applied and Advanced Research, 3(1), 33-35.
  • Schlagenhaufer, C., & Amberg, M. (2015). A descriptive literature review and classification framework for gamification in information systems. Retrieved from https://aisel.aisnet.org/%20ecis2015_cr/161 on 7 March 2020.
  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31.
  • Subhash, S., & Cudney, E. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192-206.
  • Sukmawati, S., & Nensia, N. (2019). The Role of Google Classroom in ELT. International Journal for Educational and Vocational Studies, 1(2), 142-145.
  • Surendeleg, G. (2014).The role of gamification in education – a literature review. Contemporary Engineering Sciences, 7(29), 1609 – 1616.
  • Thanavathi, C. (2019). Attitude of teacher educators towards google classroom. International Research Journal of Social Sciences, 2(3). 1-5.
  • Thiebes, S., Lins, S., & Basten, D. (2014). Gamifying information systems - a synthesis of gamification mechanics and dynamics. In Proceedings of the 22nd European Conference on Information Systems (ECIS), Tel Aviv, Israel.
There are 22 citations in total.

Details

Primary Language English
Subjects Studies on Education
Journal Section Articles
Authors

Reem Jawabreh This is me

Hüseyin Bicen This is me

Publication Date September 30, 2020
Published in Issue Year 2020 Volume: 3 Issue: 2

Cite

APA Jawabreh, R., & Bicen, H. (2020). CONTENT ANALYSIS OF ARTICLES THAT RELATED TO THE USE OF GOOGLE CLASSROOM AND GAMIFICATION IN EDUCATION FROM 2016 TO 2020. Near East University Online Journal of Education, 3(2), 53-65.