TY - JOUR TT - Current Trends in Gamification Research in Education AU - Özgür, Hasan AU - Çuhadar, Cem AU - Akgün, Fatma PY - 2018 DA - September Y2 - 2017 DO - 10.24106/kefdergi.380982 JF - Kastamonu Education Journal JO - Kastamonu Eğitim Dergisi PB - Kastamonu University WT - DergiPark SN - 2147-9844 SP - 1479 EP - 1488 VL - 26 IS - 5 KW - Oyunlaştırma KW - doküman analizi KW - araştırma eğilimleri N2 - Gamification is a subject that is often expressed and studied in thefield of education. Gamification with potential features such as increasingstudent motivation, effective participation in the learning process, at thesame time, makes it easier to achieve academic achievement and learningachievements. In this framework, the classification of researches on the gamificationas a study subject that is becoming increasingly prominent in the field ofeducation technology, will be supported in the context of determining the pointto be reached in this respect and steering the future works. In this study, thearticles published in SCI-EXPANDED, SSCI, A & HCI, CPCI-S, CPCI-SSH andESCI indices between 2008 and 2017 were examined and analyzed in a thematicframework based on certain criterions. 72 research articles from the databasesrelated to key words which are corresponded with 177 research criteria and weresystematically analyzed using the document classification method with using thepublication classification form. It has been revealed that the most researchescarried out in the context of the publication year and the number of publishedresearches were performed in 2016. It has been determined that most of thesystematically investigated studies have a sample size of 31-100 and the sampleselection method is mainly simple/random sampling. This document analysis studyalso revealed that the frequency of empirical statistics is more frequently usedas a research approach, attitude-perception-personality-aptitude test is usedas a data gathering tool and frequency/percentage/charts are more frequentlyused as a data analysis method. On the other hand, it was revealed thatgamification applications for engineering education come into prominence as afield of education. It has been determined that the points are mostly usedgamification components and the motivation theories were frequently preferred. CR - Akça-Üstündağ, D. (2009). Evaluation of the theses in the master of science program of computer education and instructional technologies in Turkey in terms of contents and methods (Yayınlanmamış yüksek lisans tezi). Gazi Üniversitesi, Ankara. CR - Arkün-Kocadere, S., & Çağlar, Ş. (2015). The design and implementation of a gamifed assessment. Journal of e-Learning and Knowledge Society, 11(3), 85-99. 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