Research Article

The effects of gamified instructional material on learners’ perceived motivation and academic achievement

Volume: 6 Number: 3 September 30, 2023
EN

The effects of gamified instructional material on learners’ perceived motivation and academic achievement

Abstract

Since motivation is known to be a critical factor, approaches, methods, techniques, and materials that would affect motivation positively are utilized in learning and teaching processes. Gamification is used by including game components into teaching processes to enhance students’ motivation, attract their attention to the lesson and boost academic achievement. The aim of the present study was to explore the effect of using gamified materials in the instruction of electronic spreadsheet programs on learners’ perceived motivation, academic achievement, and opinions regarding the gamified teaching material. The study was conducted using triangulation in the explanatory sequential design combining qualitative and quantitative research methods. In the fall semester of 2021-2022, the participants consisted of 90 undergraduate students attending the Faculty of Education of a university in Türkiye. Data collection was conducted through personal information forms, instructional materials motivation survey, electronic spreadsheet program achievement test, opinion survey and system records. The data were analysed using descriptive statistics, repeated measures analysis of variance and descriptive analyses. The results indicated that there was no significant difference in terms of motivation and academic achievement between the experimental group (using gamified materials) and control group (using videos). It was also seen that the students in the experimental group generally held positive opinions about gamified teaching materials.

Keywords

References

  1. Aguilera, B. V., & Martínez, E. A. (2017). Gamification, a Didactic Strategy In Higher Education. In EDULEARN17 Proceedings (pp. 6761-6771). IATED.
  2. Aparicio, M., Bacao, F., & Oliveira, T. (2016). An e-learning theoretical framework. An e-learning theoretical framework, (1), 292-307.
  3. Bolat, Y. İ., Şimşek, Ö. & Ülker, Ü. (2017). Oyunlaştırılmış çevrimiçi sınıf yanıtlama sisteminin akademik başarıya etkisi ve sisteme yönelik görüşler. Abant İzzet Baysal Üniversitesi Eğitim Fakültesi Dergisi, 17(4), 1741-1761.
  4. Bozkurt, A. & Uçar, H. (2018). E-Öğrenme ve e-sınavlar: Çevrimiçi ölçme değerlendirme süreçlerinde kimlik doğrulama yöntemlerine ilişkin öğrenen görüşlerinin incelenmesi. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 14(2), 745-755.
  5. Çeker, E., & Özdamlı, F. (2017). What" Gamification" Is and What It's Not. European Journal of Contemporary Education, 6(2), 221-228.
  6. Cherry, K. (2023, May 3). Motivation: The Driving Force Behind Our Actions. Verywell Mind. https://www.verywellmind.com/what-is-motivation-2795378
  7. Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approach (4th ed.). Sage publications.
  8. Das, K. (2019). The role and impact of ICT in improving the quality of education: An overview. International Journal of Innovative Studies in Sociology and Humanities, 4(6), 97-103.

Details

Primary Language

English

Subjects

Instructional Technologies

Journal Section

Research Article

Publication Date

September 30, 2023

Submission Date

August 31, 2023

Acceptance Date

September 25, 2023

Published in Issue

Year 2023 Volume: 6 Number: 3

APA
Kalay, A., & Arıkan, Y. D. (2023). The effects of gamified instructional material on learners’ perceived motivation and academic achievement. Journal of Educational Technology and Online Learning, 6(3), 789-807. https://doi.org/10.31681/jetol.1353075
AMA
1.Kalay A, Arıkan YD. The effects of gamified instructional material on learners’ perceived motivation and academic achievement. JETOL. 2023;6(3):789-807. doi:10.31681/jetol.1353075
Chicago
Kalay, Abdullah, and Yüksel Deniz Arıkan. 2023. “The Effects of Gamified Instructional Material on Learners’ Perceived Motivation and Academic Achievement”. Journal of Educational Technology and Online Learning 6 (3): 789-807. https://doi.org/10.31681/jetol.1353075.
EndNote
Kalay A, Arıkan YD (September 1, 2023) The effects of gamified instructional material on learners’ perceived motivation and academic achievement. Journal of Educational Technology and Online Learning 6 3 789–807.
IEEE
[1]A. Kalay and Y. D. Arıkan, “The effects of gamified instructional material on learners’ perceived motivation and academic achievement”, JETOL, vol. 6, no. 3, pp. 789–807, Sept. 2023, doi: 10.31681/jetol.1353075.
ISNAD
Kalay, Abdullah - Arıkan, Yüksel Deniz. “The Effects of Gamified Instructional Material on Learners’ Perceived Motivation and Academic Achievement”. Journal of Educational Technology and Online Learning 6/3 (September 1, 2023): 789-807. https://doi.org/10.31681/jetol.1353075.
JAMA
1.Kalay A, Arıkan YD. The effects of gamified instructional material on learners’ perceived motivation and academic achievement. JETOL. 2023;6:789–807.
MLA
Kalay, Abdullah, and Yüksel Deniz Arıkan. “The Effects of Gamified Instructional Material on Learners’ Perceived Motivation and Academic Achievement”. Journal of Educational Technology and Online Learning, vol. 6, no. 3, Sept. 2023, pp. 789-07, doi:10.31681/jetol.1353075.
Vancouver
1.Abdullah Kalay, Yüksel Deniz Arıkan. The effects of gamified instructional material on learners’ perceived motivation and academic achievement. JETOL. 2023 Sep. 1;6(3):789-807. doi:10.31681/jetol.1353075

Cited By