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BibTex RIS Kaynak Göster
Yıl 2023, Cilt: 31, 54 - 66, 30.10.2023
https://doi.org/10.55549/epess.1381514

Öz

Kaynakça

  • Alabbasi, D., (2018). Exploring teachers' perspectives towards using gamification techniques in online learning. The Turkish Online Journal of Educational Technology, 17(2), 34-45.
  • Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(9).
  • Fui-Hoon Nah, F., Zeng, Q., Rajasekhar Telaprolu, V., Padmanabhuni Ayyappa, A., & Eschenbrenner, B. (2014). Gamification of education: a review of literature. Lecture Notes in Computer Science, 8527, 401-409.

Attitudes of Secondary School Teachers towards Gamification

Yıl 2023, Cilt: 31, 54 - 66, 30.10.2023
https://doi.org/10.55549/epess.1381514

Öz

The concept of gamification is increasingly being used in the classroom because of its impact on student motivation and engagement. The purpose of gamification is not to exclusively incorporate digital games, but to gamify activities through some game-based elements such as avatars, badges, virtual points, levels, stories, leaderboards, awards, etc. Although it is an approach with great potential, a review of the literature on the use of gamification in education has shown that it is more common in higher education and less common in schools. Since teachers play a key role in introducing innovations in the classroom, their attitude towards gamification is very important. For this reason, a survey was conducted among a sample of secondary school teachers to investigate their attitudes toward gamification. The paper describes a study conducted among teachers at a vocational secondary school where a previous study of gamification among students had been conducted, which showed that students were very satisfied with the use of various game-based elements such as points, badges, leaderboards, and stories. Teachers were asked about the use of gamification in their teaching practice as well as their attitudes towards gamification. The paper analyses the extent to which they are familiar with the possibility of gamification, whether they use game-based elements and/or digital tools for gamification in the classroom, and their reasons for using gamification. The reasons for not using gamification are specifically examined to determine what actions could be taken in the future to increase teachers' adoption of gamification and encourage its use in the classroom.

Kaynakça

  • Alabbasi, D., (2018). Exploring teachers' perspectives towards using gamification techniques in online learning. The Turkish Online Journal of Educational Technology, 17(2), 34-45.
  • Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(9).
  • Fui-Hoon Nah, F., Zeng, Q., Rajasekhar Telaprolu, V., Padmanabhuni Ayyappa, A., & Eschenbrenner, B. (2014). Gamification of education: a review of literature. Lecture Notes in Computer Science, 8527, 401-409.
Toplam 3 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Alan Eğitimleri (Diğer)
Bölüm Articles
Yazarlar

Ana Vrcelj Bu kişi benim

Natasa Hoıc-bozıc Bu kişi benim

Martina Holenko Dlab Bu kişi benim

Erken Görünüm Tarihi 26 Ekim 2023
Yayımlanma Tarihi 30 Ekim 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 31

Kaynak Göster

APA Vrcelj, A., Hoıc-bozıc, N., & Holenko Dlab, M. (2023). Attitudes of Secondary School Teachers towards Gamification. The Eurasia Proceedings of Educational and Social Sciences, 31, 54-66. https://doi.org/10.55549/epess.1381514