Yönetim Bilişim Sistemleri Bölümü Öğrencilerinin Oyunlaştırmaya Yönelik Algı ve Motivasyonunun Belirlenmesi Üzerine Bir Çalışma
Year 2021,
, 128 - 148, 31.12.2021
Demet Soylu
,
Özgür Külcü
Abstract
Oyunlaştırma, dijital çağın yenilikçi eğitim metodolojilerinden biridir. Bilgi ve iletişim teknolojilerinde yaşanan gelişmelerle birlikte farklı disiplinlerde kullanılmaya başlanan oyunlaştırmayla, ciddi olan, yeterince eğlenceli olmayan içeriklerin oyunsu bir tasarım ile hedef gruba iletilmesi amaçlamaktadır. Günümüzde, Z kuşağının değişen öğrenme davranışlarına uygun öğrenme ortamları ve müfredat içeriği tasarlanması da gerekli hale gelmiştir. Bu noktada da oyunlaştırma kilit bir araçtır. Başarılı ve etkin oyunlaştırılmış tasarımların yapılabilmesi için hedef grubun beklenti ve fikirlerini dikkate almak önemlidir. Öğrencilerin beklentilerini karşılayan öğrenme ortamlarında öğrencinin motivasyonu yükselecektir ve bu şekilde de yüksek performans göstermesi mümkün hâle gelecektir. Bu çalışma, Ankara Yıldırım Beyazıt Üniversitesi Yönetim Bilişim Sistemleri Bölümü 2. sınıf öğrencilerinin oyunlaştırmaya yönelik algı ve motivasyonunu ortaya koymak amacıyla gerçekleştirilmiştir. Çalışmada betimleme yöntemi kullanılmıştır. Araştırma kapsamında “Ankara Yıldırım Beyazıt Üniversitesi Yönetim Bilişim Sistemi lisans öğrencilerinin oyunlaştırmaya yönelik algı ve motivasyonu nedir?” sorusuna yanıt aranmaya çalışılmıştır. Çalışma kapsamında beş bölümden oluşan anket formu kullanılmıştır. Araştırma evrenini 337 öğrenci oluşturmaktadır. Anket 43 öğrenciye uygulanmıştır. Çalışma sonucunda öğrencilerin çoğunluğunun oyunlaştırmaya yönelik olumlu bir algı ve tutuma sahip olduğu ve derslerin oyunlaştırılmasını istedikleri tespit edilmiştir.
References
- Aldemir, T., Çelik, B. ve Kaplan, G. (2018). A Qualitative Investigation of Student Perceptions of Game Elements in a Gamified Course. Computers in Human Behavior, 78, 235- 254.
- Alsawaier, R. (2017). The Effect of Gamification on Motivation and Engagement. International Journal of Information and Learning Technology. 45(1). Erişim adresi: https://www.emerald.com/insight/content/doi/10.1108/IJILT-02-2017-0009/full/html.
- Banfield, J. ve Wilkerson, B. (2014). Increasing Student Intrinsic Motivation and Self-efficacy through Gamification Pedagogy. Contemporary Issues in Education Research, 7(4), 291-298. Erişim adresi: https://eric.ed.gov/?id=EJ1073237.
- Barata, G., Gama, S., Jorge, J. ve Gonçalves, D. (2017). Studying Student Differentiation in Gamified Education: A-long Term Study. Computers in Human Behavior, 71, 550-581. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0747563216306203.
- Barr,P. N., Noble, J. ve Biddle, R. (2007). Video Game Values: Human-computer Interaction and Games. ., Interacting With Computers, 19(2), 180-195.
- Bayraktar, Ö. (2014). Bir İletişim Modeli Olarak Oyunlaştırma (Yayınlanmamış Yüksek Lisans Tezi). İstanbul: Maltepe Üniversitesi Sosyal Bilimler Enstitüsü İşletme Anabilim Dalı. Erişim adresi: https://openaccess.maltepe.edu.tr/xmlui/bitstream/handle/20.500.12415/2791/10057629.pdf?sequence=1.
- Büyüköztürk, Ş. (2004). Veri Analizi El Kitabı. Ankara: Pegem A Yayıncılık.
- Cahyani, A. D.(2016). Gamification Approach to Enhance Students Engagement in Studying Language Course”. The 2rd Bali International Seminar on Science & Technology içinde. Erişim adresi: https://www.matec-conferences.org/articles/matecconf/abs/2016/21/matecconf_bisstech2016_03006/matecconf_bisstech2016_03006.html.
- Chang, J. W. ve Wei, H.-Y. (2016). Exploring Engaging Gamification Mechanics in Massive Online Open Courses. Educational Technology & Society, 19(2), 177–203. Erişim adresi: https://search.proquest.com/docview/1792129422?accountid=15518.
- Chou, C., Tsai, M. J.(2007). Gender Differences in Taiwan High School Students’ Computer Game Playing. Computers in Human Behavior, 23, 812-824.
- Connolly, T. M., Boyle, E. ve Hainey, T. (2007). A Survey of Students’ Motivation for Playing Computer Games: A Comperative Analysis. 1. Avrupa oyun tabanlı öğrenme konferansında sunulan bildiri.Erişim adresi: https://research-portal.uws.ac.uk/en/publications/a-survey-of-students-motivations-for-playing-computer-games-a-com.
- Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T. ve Boyle, J. M. (2012). A Systematic Literature Review of Empirical Evidence on Computer Games and Serious games. Computers & Education, 59 (2), 661-686. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0360131512000619casa_token=WUzarLvyCeoAAAAA:DG7qjBogYZeYxP5A5WGWXTTuE2sFHXz59GjrJbAiyoOVloUDW5lFBR-jZI2sbpswjBif2b0r#bib33.
- Cronbach, L. J. (1951). Co-efficient Alpha and the Internal Structure of Tests. Psyhcometrika, 16, 297-334. Retrieval address: https://link.springer.com/article/10.1007/BF02310555.
- Constantinescu, R. S. (2012) Learning by Playing: Using Computer Games in Teaching English Grammar to High School Students. Education Source, 110-115.
- Çıngı, H. (1990). Örnekleme Kuramı. Ankara: Hacettepe Üniversitesi.
- Daniel W. W. (1999). Biostatistics: A Foundation for Analysis in the Health Sciences. New York: John Wiley & Sons.
- Davis, F. (1989). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly, 13 (3), 319-340.
- De-Marcos, L., Garcia-Cabot, A. ve Garcia-Lopez, E. (2017). Towards the Social Gamification of E-Learning: A Practical Experiment. International Journal of Engineering Education, 33 (1), 66–73. Erişim adresi: https://www.scopus.com/inward/record.uri?eid=2-s2.0-85015255902&partnerID=40&md5=e6b77324147eb9671a49e0807ca05f21.
- Denny, P. (2013). “The Effect of Virtual Achievements on Student Engagement”. Proceedings of the SIGCHI conference on human factors in computing systems içinde, s. 763-772. Erişim adresi: https://dl.acm.org/doi/abs/10.1145/2470654.2470763?preflayout=tabs.
- Deterding, S., Dixon, D., Khaled, R. ve Lacke, L. (2011). “From Game Design Elements to Gamefulness: Defining Gamification” . Proceedings of the 15th international academic MindTrek conference: Envisioning Future Media Environment içinde. Erişim adresi: https://www.researchgate.net/publication/230854710_From_Game_Design_Elements_to_Gamefulness_Defining_Gamification.
- Ding, L., Er, E. ve Orey, M. (2018). An Exploratory Study of Student Engagement in Gamified Online Discussions. Computers & Education, 120, 213-226. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S036013151830040X.
- Dominguez, A., Saenz-de-Navarrete, J., de Marcos, L., Fernandez-Sanz, L., Pages, C. ve Martinez- Herraiz, J. (2013). Gamifying Learning Experiences: Practical Implications and Outcomes. Computers & Education, 63, 380-392. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0360131513000031.
- Ekman, P. (1972). Universals and Cultural Differences in Facial Expressions of Emotions. Cole, J. (Ed.), Nebraska Symposium on Motivation içinde, s. 207-282. Lincoln, NB: University of Nebraska Press.
- Erhel, S. ve Jamet, H. (2013). Digital Game-basedLlearning. Impact of Instructions and Feedback on Motivation and Learning Effectiveness. Computers & Education, 67. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0360131513000699.
- Ferrera, J. (2012). Playful design: Creating game experiences in everyday interfaces. Brooklyn, NY: Rosenfeld Media.
- Festinger, L. (1954). A Theory of Social Compariso Processes. Human Relations, 7, 117–140. https://doi.org/10.1177/001872675400700202.
- Fuster-Guillo, A., Pertegal-Felices, M. L., Jimeno-Morenilla, A., Azorin-Lopez, J., Rico-Soliveres, M. L. ve Restrepo-Calle, F. (2019). Evaluating Impact and on Motivation and Academic performance of a Game-based Learning Experience Kahoot. Frontiers in Psychology, 13, doi: 10.3389/fpsyg.2019.02843
- Hanus, M. D. v Fox, J. (2015). Assessing the Effects of Gamification in the Classroom: A Longitudinal Study on Intrinsic Motivation, Social Comparison, Satisfaction, Efforts and Academic Performance. Computers and Education, s.152-161.
- Ferrera, J. (2012). Playful Design: Creating Game Experiences in Everday Interfaces. New York: Rosenfeld Media.
- Gerber, S. ve Scott, L. (2011). Gamers and Gaming Context: Relationships to Critical Thinking. Sage Journals, 42 (5), 842-849.
- Hamari, J., Koivisto, J. ve Sarsa, H. (2014). Does Gamification Work? : A Literature Review of Emprical Studies on Gamification. 2014 47th Hawaii international conference on system sciences, IEEE içinde.
- Huang, B., Hew, H. F. ve Lo, C. K. (2017. Investigating the Effects of Gamification-enhanced M. Flipped Learning on Undergraduate Students’ Behavioral and Cognitive Engagement. Interactive Learning Environment, 27(8), 1106-1126
- Hunicke, R., LeBlanc, M. ve Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. Erişim adresi: https://www.semanticscholar.org/paper/MDA-%3A-A-Formal-Approach-to-Game-Design-and-Game-Hunicke-Leblanc/2b134e5c46eec50f69c702c0b4aa29687d5d8fba.
- Jagoda, P. (2013). Gamification and Forms of Play. Boundary2, 40(2), 113-144.
- Kambouri, M., Thomas, S. ve Harvey, M. (2006). Playing the Literacy Game: a Case Study in Adult Education. Learning, Media , Technology, 31(4), 395-410. Erişim adresi: https://eric.ed.gov/?id=EJ753667.
- Kapp, K. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. San Francisco: Pfeiffer.
- Kaptan, S. (1995). Bilimsel Araştırma Teknikleri ve İstatistik Yöntemleri. Ankara: Bilim Yayıncılık.
- Karakuş, T., İnal, Y. ve Çağıltay, K. (2008). A Descriptive Study of Turkish High School Students’ Game -playing Characteristics and Their Considerations Concerning the Effect of Games. Computers in Human Behavior, 24(6), 2520-2529. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0747563208000605
- Kim, T. W. (2015). “Gamification Ethics: Exploitation and Manipulation”. ACM SIGCHI (CHI 2015) Gamifying Research Workshop Position Papers içinde. Erişim adresi: https://kilthub.cmu.edu/articles/journal_contribution/Gamification_Ethics_Exploitation_and_Manipulation/6705644/1.
- Kingsley, T. L. ve Grabner-Hagen, M. M. (2015). Gamification: Questing to Integrate Content Knowledge, Literacy, and 21st-century Learning. Journal of Adolescent & Adult Literacy, 59(1), 51. doi: 10.1002/jaal.426. Erişim adresi: https://ila.onlinelibrary.wiley.com/doi/abs/10.1002/jaal.426.
- Koivisto, J. ve Hamari, J. (2014). Demographic Differences in Perceived Benefits from Gamification. Computers in Human Behavior, 35, 179–188. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0747563214001289.
- Kundarıcıoğlu, İ. (2018). Oyunlaştırma Kavramı Üzerine İçerik Analizi Çalışması. Yayımlanmamış Yüksek Lisans Tezi. Balıkesir Üniversitesi Fen Bilimleri Enstitüsü. Erişim adresi: http://dspace.balikesir.edu.tr/xmlui/handle/20.500.12462/3429.
- Landers, R. N. ve Landers, A. K. (2015). An Emprical Test on the Theory of Gamified Learning: The Effect of Leaderboards on Time-on-task and Academic Performance. Sage Journals, 45(6), 769-785. Erişim adresi: https://journals.sagepub.com/doi/10.1177/1046878114563662?icid=int.sj-abstract.similar-articles.1
- Landers, R. N., Auer, E. M., Collmus, A. B. ve Armstrong, M. B. (2018). Gamification Science, its History and Future: Definitions and a Research Agenda. Sage Journals, 49(3), 315-337. Erişim adresi: https://journals.sagepub.com/doi/10.1177/1046878118774385?icid=int.sj-abstract.similar-articles.2.
- Lee, J. ve Hammer, J. (2011) Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly 15(2): 146. Erişim adresi: https://www.semanticscholar.org/paper/Gamification-in-Education%3A-What%2C-How%2C-Why-Bother-Lee-Hammer/dac4c0074b6d0d86977313664a7da98e577a898a.
- Maehr, M. L. ve Meyer, H. A. (1997). Understanding Motivation and Schooling: Where We’ve Been, Where We Are and Where We Need to Go. Educational Psychology Review, 9(4), 371-409. doi:10.1023/A:10247508
.
Marcewski, A. (2017). A Revised Gamification Design Framework. Erişim adresi: https://www.gamified.uk/2017/04/06/revised-gamification-design-framework/.
- McFarlane, A. ,Sparrowhawk, A. ve Heald, Y. (2002). Report on the Educational Games. Erişim adresi: https://halshs.archives-ouvertes.fr/hal-00699812/.
- McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin.
- Meşe, C. ve Dursun, O. O. (2019). Effectiveness of Gamification Elements in Blended Learning Environments. Turkish Online Journal of Distance Education, 20(3), 483-563. Erişim adresi: https://dergipark.org.tr/en/pub/tojde/issue/47406/601914.
- Mullins, J. K. ve Sabherwal, R. (2020). Gamification: A cognitive -emotional view. Journal of Business Research, 106, 304-314. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0148296318304739.
- Nicholson, S. (2012). A User Centered Theoretical Framework for Meaningful Gamification. Erişim adresi: http://scottnicholson.com/pubs/meaningfulframework.pdf.
- Papastergiou, M. (2009). Exploring the Potential of Computer and Video Games for Health and Physical Education: Literature review. Sage Journals. 53(3), 603-622. Erişim adresi: https://www.sciencedirect.com/science/article/pii/S0360131520302554?via%3Dihub#bib50.
- Paraskeva, F., Mysirlaki, S. ve Papagianni, S. (2010). Multiplayer Online Games as Educational Tools: Facing New Challanges in Learning. Computers and Education, 54(2), 498-505.
- Parker, A. (2003). Identifying predictors of academic persistence in distance education. Journal of the United States Distance Learning Association, 17, 55-62.
- Prensky, M. (2001). "Fun, Play and Games: What Makes Games Engaging”. Digital-game Based Learning içinde. Erişim adresi: https://marcprensky.com/writing/Prensky%20-%20Digital%20Game-Based%20Learning-Ch5.pdf.
- Reigeluth, C., Squire, K. (1998). Emerging Work on the New Paradigm of Instructional Theories, Educational Technology, 88 (4,) 41-47.
- Salen, K. ve Zimmermann, E. (2004). Rules of Play: Game Design Fundamentals. MIT Press Cambridge: London.
- Shannon, J. (2019). The History of Gamification- Journey from 1896 to the 21 st Century. Erişim adresi: https://www.gamify.com/gamification-blog/the-history-of-gamification.
- Sillaots, M. (2014).” Gamification of Higher Education by the Example of Course of Research Methods”. Advances in Web Based Learning içinde, s. 106-115. Erişim adresi: https://link.springer.com/chapter/10.1007/978-3-319-09635-3_11.
- Su, C. H. ve Cheng, C.H. (2015). A Mobile Gamification Learning System for Improving the Learning Motivation and Achievements. Journal of Computer Assisted Learning, 31(3), s. 268-286.
- Suits, B. (1978). The Grasshopper: Games, Life and Utopia. Canada: University of Toronto Press.
- Titus, S. ve Ng’ambi, D. (2014). Exploring the Use of Digital Games to Improve Student Engagement at a Resource Poor Institution in South Africa. European Conference on Games Based Learning, Academic Conferences International Limited, 2.
- Turner, C., Dierksheide, J. ve Anderson, P. (2014). Learn2Mine: Data Science Practice and Education Through Gameful Experiences. International Journal of e-Education, e-Business, e-Management and e-Learning., 4(3), 243-248. Erişim adresi: https://pdfs.semanticscholar.org/8349/419dbf349967ba095773142314fc78f7a549.pdf?_ga=2.194076205.1617684829.1610655740-1850579216.1603234380.
- Wang, Y. S. ve Wang, H. Y. (2008). Gender Differences in the Perception and Acceptance of Online Games. British Journal of Educational Technology, 39(5), 787-806.
- Werbach, K. (2014). “(Re)Defining Gamification: A Process Approach”. International Conference on Persuasive Technology, s.266-272. Erişim adresi:https://link.springer.com/chapter/10.1007/978-3-319-07127-5_23.
- Wichadee, S. ve Pattanapichet, F. (2018). Enhancement of Performance and Motivation through Application of Digital Games in an English Language Class. Teaching English with Technology, 18(1), 77-92. Erişim adresi: https://eric.ed.gov/?id=EJ1170635.
- Yang, S., Lee, J. W., Kim, H., Kang, M., Chong, E. ve Kim, E. (2020). Can an Online Education Game Contribute to Developing Information Literate Citizens. Computers & Education. Erişim adresi: https://www.sciencedirect.com/science/article/pii/S0360131520302554?via%3Dihub#bib56.
- Yıldırım, İ. (2017). The Effects of Gamification-Based Teaching Practices on Student Achievement and Students’ Attitudes Towards Lessons. The Internet and Higher Education, 33, 86-92. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S1096751617300696.
- Zainuddin, Z., Chu, S .K. W., Shujahat, M. ve Perera, C. J. (2020). The Impact of Gamification on Learning and Instruction. A Systematic Review of Emprical Evidence. Educational Research Review, 30. 1-36.
- Zichermann, G. ve Cunningham, C. (2011). Gamification by Design. Erişim adresi: https://www.semanticscholar.org/paper/Gamification-by-Design-Implementing-Game-Mechanics-Zichermann-Cunningham/dda6737d6ea16d1ee4ee8de87ffc4fe1fd16df8b.
- Zimmerling, E., Höllig, C. E., Sandner, P. G., & Welpe, I. M. (2019). Exploring the Influence of Common Game Elements on Ideation Output and Motivation. Journal of Business Research, 94, 302-312.
A Study on Identifying the Perception and Motivation of Students of the Department of Management Information Systems
Year 2021,
, 128 - 148, 31.12.2021
Demet Soylu
,
Özgür Külcü
Abstract
Gamification is one of the innovative educational methodologies of the digital era. The gamification which has begun to be used in different disciplines with the development of information and communication technologies aims to transmit the contents that are critical but not entertaining enough to the target group through a playful design. In order to adapt to the digital era, it has become a necessity to design learning environments and curriculum content in accordance with the changing learning behaviors of Generation Z. At this point, gamification is a key tool. Also, it is important to take the expectations and opinions of the target group into consideration to make successful and effective gamified designs. In learning environments meeting the expectation of students, motivation and therefore, performance of the student will be higher. This study was carried out in order to reveal the perception and motivation of 2nd grade students studying in the Department of Management Information Systems in Ankara Yıldırım Beyazıt University. In this study, descriptive method was used.
The research question was formulated as “What is the perception and motivation of the students of Department of Management Information Systems of Ankara Yıldırım Beyazıt University?”. Within the frame of the study, a survey form comprised of five sections was used. The research population is comprised of 337 students. The survey was employed to 43 students. As a result of the study, it was found out that majority of the students had a positive perception and attitude towards gamification and they prefer that the courses should be gamified.
References
- Aldemir, T., Çelik, B. ve Kaplan, G. (2018). A Qualitative Investigation of Student Perceptions of Game Elements in a Gamified Course. Computers in Human Behavior, 78, 235- 254.
- Alsawaier, R. (2017). The Effect of Gamification on Motivation and Engagement. International Journal of Information and Learning Technology. 45(1). Erişim adresi: https://www.emerald.com/insight/content/doi/10.1108/IJILT-02-2017-0009/full/html.
- Banfield, J. ve Wilkerson, B. (2014). Increasing Student Intrinsic Motivation and Self-efficacy through Gamification Pedagogy. Contemporary Issues in Education Research, 7(4), 291-298. Erişim adresi: https://eric.ed.gov/?id=EJ1073237.
- Barata, G., Gama, S., Jorge, J. ve Gonçalves, D. (2017). Studying Student Differentiation in Gamified Education: A-long Term Study. Computers in Human Behavior, 71, 550-581. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0747563216306203.
- Barr,P. N., Noble, J. ve Biddle, R. (2007). Video Game Values: Human-computer Interaction and Games. ., Interacting With Computers, 19(2), 180-195.
- Bayraktar, Ö. (2014). Bir İletişim Modeli Olarak Oyunlaştırma (Yayınlanmamış Yüksek Lisans Tezi). İstanbul: Maltepe Üniversitesi Sosyal Bilimler Enstitüsü İşletme Anabilim Dalı. Erişim adresi: https://openaccess.maltepe.edu.tr/xmlui/bitstream/handle/20.500.12415/2791/10057629.pdf?sequence=1.
- Büyüköztürk, Ş. (2004). Veri Analizi El Kitabı. Ankara: Pegem A Yayıncılık.
- Cahyani, A. D.(2016). Gamification Approach to Enhance Students Engagement in Studying Language Course”. The 2rd Bali International Seminar on Science & Technology içinde. Erişim adresi: https://www.matec-conferences.org/articles/matecconf/abs/2016/21/matecconf_bisstech2016_03006/matecconf_bisstech2016_03006.html.
- Chang, J. W. ve Wei, H.-Y. (2016). Exploring Engaging Gamification Mechanics in Massive Online Open Courses. Educational Technology & Society, 19(2), 177–203. Erişim adresi: https://search.proquest.com/docview/1792129422?accountid=15518.
- Chou, C., Tsai, M. J.(2007). Gender Differences in Taiwan High School Students’ Computer Game Playing. Computers in Human Behavior, 23, 812-824.
- Connolly, T. M., Boyle, E. ve Hainey, T. (2007). A Survey of Students’ Motivation for Playing Computer Games: A Comperative Analysis. 1. Avrupa oyun tabanlı öğrenme konferansında sunulan bildiri.Erişim adresi: https://research-portal.uws.ac.uk/en/publications/a-survey-of-students-motivations-for-playing-computer-games-a-com.
- Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T. ve Boyle, J. M. (2012). A Systematic Literature Review of Empirical Evidence on Computer Games and Serious games. Computers & Education, 59 (2), 661-686. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0360131512000619casa_token=WUzarLvyCeoAAAAA:DG7qjBogYZeYxP5A5WGWXTTuE2sFHXz59GjrJbAiyoOVloUDW5lFBR-jZI2sbpswjBif2b0r#bib33.
- Cronbach, L. J. (1951). Co-efficient Alpha and the Internal Structure of Tests. Psyhcometrika, 16, 297-334. Retrieval address: https://link.springer.com/article/10.1007/BF02310555.
- Constantinescu, R. S. (2012) Learning by Playing: Using Computer Games in Teaching English Grammar to High School Students. Education Source, 110-115.
- Çıngı, H. (1990). Örnekleme Kuramı. Ankara: Hacettepe Üniversitesi.
- Daniel W. W. (1999). Biostatistics: A Foundation for Analysis in the Health Sciences. New York: John Wiley & Sons.
- Davis, F. (1989). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly, 13 (3), 319-340.
- De-Marcos, L., Garcia-Cabot, A. ve Garcia-Lopez, E. (2017). Towards the Social Gamification of E-Learning: A Practical Experiment. International Journal of Engineering Education, 33 (1), 66–73. Erişim adresi: https://www.scopus.com/inward/record.uri?eid=2-s2.0-85015255902&partnerID=40&md5=e6b77324147eb9671a49e0807ca05f21.
- Denny, P. (2013). “The Effect of Virtual Achievements on Student Engagement”. Proceedings of the SIGCHI conference on human factors in computing systems içinde, s. 763-772. Erişim adresi: https://dl.acm.org/doi/abs/10.1145/2470654.2470763?preflayout=tabs.
- Deterding, S., Dixon, D., Khaled, R. ve Lacke, L. (2011). “From Game Design Elements to Gamefulness: Defining Gamification” . Proceedings of the 15th international academic MindTrek conference: Envisioning Future Media Environment içinde. Erişim adresi: https://www.researchgate.net/publication/230854710_From_Game_Design_Elements_to_Gamefulness_Defining_Gamification.
- Ding, L., Er, E. ve Orey, M. (2018). An Exploratory Study of Student Engagement in Gamified Online Discussions. Computers & Education, 120, 213-226. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S036013151830040X.
- Dominguez, A., Saenz-de-Navarrete, J., de Marcos, L., Fernandez-Sanz, L., Pages, C. ve Martinez- Herraiz, J. (2013). Gamifying Learning Experiences: Practical Implications and Outcomes. Computers & Education, 63, 380-392. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0360131513000031.
- Ekman, P. (1972). Universals and Cultural Differences in Facial Expressions of Emotions. Cole, J. (Ed.), Nebraska Symposium on Motivation içinde, s. 207-282. Lincoln, NB: University of Nebraska Press.
- Erhel, S. ve Jamet, H. (2013). Digital Game-basedLlearning. Impact of Instructions and Feedback on Motivation and Learning Effectiveness. Computers & Education, 67. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0360131513000699.
- Ferrera, J. (2012). Playful design: Creating game experiences in everyday interfaces. Brooklyn, NY: Rosenfeld Media.
- Festinger, L. (1954). A Theory of Social Compariso Processes. Human Relations, 7, 117–140. https://doi.org/10.1177/001872675400700202.
- Fuster-Guillo, A., Pertegal-Felices, M. L., Jimeno-Morenilla, A., Azorin-Lopez, J., Rico-Soliveres, M. L. ve Restrepo-Calle, F. (2019). Evaluating Impact and on Motivation and Academic performance of a Game-based Learning Experience Kahoot. Frontiers in Psychology, 13, doi: 10.3389/fpsyg.2019.02843
- Hanus, M. D. v Fox, J. (2015). Assessing the Effects of Gamification in the Classroom: A Longitudinal Study on Intrinsic Motivation, Social Comparison, Satisfaction, Efforts and Academic Performance. Computers and Education, s.152-161.
- Ferrera, J. (2012). Playful Design: Creating Game Experiences in Everday Interfaces. New York: Rosenfeld Media.
- Gerber, S. ve Scott, L. (2011). Gamers and Gaming Context: Relationships to Critical Thinking. Sage Journals, 42 (5), 842-849.
- Hamari, J., Koivisto, J. ve Sarsa, H. (2014). Does Gamification Work? : A Literature Review of Emprical Studies on Gamification. 2014 47th Hawaii international conference on system sciences, IEEE içinde.
- Huang, B., Hew, H. F. ve Lo, C. K. (2017. Investigating the Effects of Gamification-enhanced M. Flipped Learning on Undergraduate Students’ Behavioral and Cognitive Engagement. Interactive Learning Environment, 27(8), 1106-1126
- Hunicke, R., LeBlanc, M. ve Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. Erişim adresi: https://www.semanticscholar.org/paper/MDA-%3A-A-Formal-Approach-to-Game-Design-and-Game-Hunicke-Leblanc/2b134e5c46eec50f69c702c0b4aa29687d5d8fba.
- Jagoda, P. (2013). Gamification and Forms of Play. Boundary2, 40(2), 113-144.
- Kambouri, M., Thomas, S. ve Harvey, M. (2006). Playing the Literacy Game: a Case Study in Adult Education. Learning, Media , Technology, 31(4), 395-410. Erişim adresi: https://eric.ed.gov/?id=EJ753667.
- Kapp, K. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. San Francisco: Pfeiffer.
- Kaptan, S. (1995). Bilimsel Araştırma Teknikleri ve İstatistik Yöntemleri. Ankara: Bilim Yayıncılık.
- Karakuş, T., İnal, Y. ve Çağıltay, K. (2008). A Descriptive Study of Turkish High School Students’ Game -playing Characteristics and Their Considerations Concerning the Effect of Games. Computers in Human Behavior, 24(6), 2520-2529. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0747563208000605
- Kim, T. W. (2015). “Gamification Ethics: Exploitation and Manipulation”. ACM SIGCHI (CHI 2015) Gamifying Research Workshop Position Papers içinde. Erişim adresi: https://kilthub.cmu.edu/articles/journal_contribution/Gamification_Ethics_Exploitation_and_Manipulation/6705644/1.
- Kingsley, T. L. ve Grabner-Hagen, M. M. (2015). Gamification: Questing to Integrate Content Knowledge, Literacy, and 21st-century Learning. Journal of Adolescent & Adult Literacy, 59(1), 51. doi: 10.1002/jaal.426. Erişim adresi: https://ila.onlinelibrary.wiley.com/doi/abs/10.1002/jaal.426.
- Koivisto, J. ve Hamari, J. (2014). Demographic Differences in Perceived Benefits from Gamification. Computers in Human Behavior, 35, 179–188. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0747563214001289.
- Kundarıcıoğlu, İ. (2018). Oyunlaştırma Kavramı Üzerine İçerik Analizi Çalışması. Yayımlanmamış Yüksek Lisans Tezi. Balıkesir Üniversitesi Fen Bilimleri Enstitüsü. Erişim adresi: http://dspace.balikesir.edu.tr/xmlui/handle/20.500.12462/3429.
- Landers, R. N. ve Landers, A. K. (2015). An Emprical Test on the Theory of Gamified Learning: The Effect of Leaderboards on Time-on-task and Academic Performance. Sage Journals, 45(6), 769-785. Erişim adresi: https://journals.sagepub.com/doi/10.1177/1046878114563662?icid=int.sj-abstract.similar-articles.1
- Landers, R. N., Auer, E. M., Collmus, A. B. ve Armstrong, M. B. (2018). Gamification Science, its History and Future: Definitions and a Research Agenda. Sage Journals, 49(3), 315-337. Erişim adresi: https://journals.sagepub.com/doi/10.1177/1046878118774385?icid=int.sj-abstract.similar-articles.2.
- Lee, J. ve Hammer, J. (2011) Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly 15(2): 146. Erişim adresi: https://www.semanticscholar.org/paper/Gamification-in-Education%3A-What%2C-How%2C-Why-Bother-Lee-Hammer/dac4c0074b6d0d86977313664a7da98e577a898a.
- Maehr, M. L. ve Meyer, H. A. (1997). Understanding Motivation and Schooling: Where We’ve Been, Where We Are and Where We Need to Go. Educational Psychology Review, 9(4), 371-409. doi:10.1023/A:10247508
.
Marcewski, A. (2017). A Revised Gamification Design Framework. Erişim adresi: https://www.gamified.uk/2017/04/06/revised-gamification-design-framework/.
- McFarlane, A. ,Sparrowhawk, A. ve Heald, Y. (2002). Report on the Educational Games. Erişim adresi: https://halshs.archives-ouvertes.fr/hal-00699812/.
- McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin.
- Meşe, C. ve Dursun, O. O. (2019). Effectiveness of Gamification Elements in Blended Learning Environments. Turkish Online Journal of Distance Education, 20(3), 483-563. Erişim adresi: https://dergipark.org.tr/en/pub/tojde/issue/47406/601914.
- Mullins, J. K. ve Sabherwal, R. (2020). Gamification: A cognitive -emotional view. Journal of Business Research, 106, 304-314. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S0148296318304739.
- Nicholson, S. (2012). A User Centered Theoretical Framework for Meaningful Gamification. Erişim adresi: http://scottnicholson.com/pubs/meaningfulframework.pdf.
- Papastergiou, M. (2009). Exploring the Potential of Computer and Video Games for Health and Physical Education: Literature review. Sage Journals. 53(3), 603-622. Erişim adresi: https://www.sciencedirect.com/science/article/pii/S0360131520302554?via%3Dihub#bib50.
- Paraskeva, F., Mysirlaki, S. ve Papagianni, S. (2010). Multiplayer Online Games as Educational Tools: Facing New Challanges in Learning. Computers and Education, 54(2), 498-505.
- Parker, A. (2003). Identifying predictors of academic persistence in distance education. Journal of the United States Distance Learning Association, 17, 55-62.
- Prensky, M. (2001). "Fun, Play and Games: What Makes Games Engaging”. Digital-game Based Learning içinde. Erişim adresi: https://marcprensky.com/writing/Prensky%20-%20Digital%20Game-Based%20Learning-Ch5.pdf.
- Reigeluth, C., Squire, K. (1998). Emerging Work on the New Paradigm of Instructional Theories, Educational Technology, 88 (4,) 41-47.
- Salen, K. ve Zimmermann, E. (2004). Rules of Play: Game Design Fundamentals. MIT Press Cambridge: London.
- Shannon, J. (2019). The History of Gamification- Journey from 1896 to the 21 st Century. Erişim adresi: https://www.gamify.com/gamification-blog/the-history-of-gamification.
- Sillaots, M. (2014).” Gamification of Higher Education by the Example of Course of Research Methods”. Advances in Web Based Learning içinde, s. 106-115. Erişim adresi: https://link.springer.com/chapter/10.1007/978-3-319-09635-3_11.
- Su, C. H. ve Cheng, C.H. (2015). A Mobile Gamification Learning System for Improving the Learning Motivation and Achievements. Journal of Computer Assisted Learning, 31(3), s. 268-286.
- Suits, B. (1978). The Grasshopper: Games, Life and Utopia. Canada: University of Toronto Press.
- Titus, S. ve Ng’ambi, D. (2014). Exploring the Use of Digital Games to Improve Student Engagement at a Resource Poor Institution in South Africa. European Conference on Games Based Learning, Academic Conferences International Limited, 2.
- Turner, C., Dierksheide, J. ve Anderson, P. (2014). Learn2Mine: Data Science Practice and Education Through Gameful Experiences. International Journal of e-Education, e-Business, e-Management and e-Learning., 4(3), 243-248. Erişim adresi: https://pdfs.semanticscholar.org/8349/419dbf349967ba095773142314fc78f7a549.pdf?_ga=2.194076205.1617684829.1610655740-1850579216.1603234380.
- Wang, Y. S. ve Wang, H. Y. (2008). Gender Differences in the Perception and Acceptance of Online Games. British Journal of Educational Technology, 39(5), 787-806.
- Werbach, K. (2014). “(Re)Defining Gamification: A Process Approach”. International Conference on Persuasive Technology, s.266-272. Erişim adresi:https://link.springer.com/chapter/10.1007/978-3-319-07127-5_23.
- Wichadee, S. ve Pattanapichet, F. (2018). Enhancement of Performance and Motivation through Application of Digital Games in an English Language Class. Teaching English with Technology, 18(1), 77-92. Erişim adresi: https://eric.ed.gov/?id=EJ1170635.
- Yang, S., Lee, J. W., Kim, H., Kang, M., Chong, E. ve Kim, E. (2020). Can an Online Education Game Contribute to Developing Information Literate Citizens. Computers & Education. Erişim adresi: https://www.sciencedirect.com/science/article/pii/S0360131520302554?via%3Dihub#bib56.
- Yıldırım, İ. (2017). The Effects of Gamification-Based Teaching Practices on Student Achievement and Students’ Attitudes Towards Lessons. The Internet and Higher Education, 33, 86-92. Erişim adresi: https://www.sciencedirect.com/science/article/abs/pii/S1096751617300696.
- Zainuddin, Z., Chu, S .K. W., Shujahat, M. ve Perera, C. J. (2020). The Impact of Gamification on Learning and Instruction. A Systematic Review of Emprical Evidence. Educational Research Review, 30. 1-36.
- Zichermann, G. ve Cunningham, C. (2011). Gamification by Design. Erişim adresi: https://www.semanticscholar.org/paper/Gamification-by-Design-Implementing-Game-Mechanics-Zichermann-Cunningham/dda6737d6ea16d1ee4ee8de87ffc4fe1fd16df8b.
- Zimmerling, E., Höllig, C. E., Sandner, P. G., & Welpe, I. M. (2019). Exploring the Influence of Common Game Elements on Ideation Output and Motivation. Journal of Business Research, 94, 302-312.