Systematic Reviews and Meta Analysis

The Use of Gamification Elements in Open and Distance Learning (ODL) Environments

Volume: 22 Number: 3 December 31, 2021
TR EN

The Use of Gamification Elements in Open and Distance Learning (ODL) Environments

Abstract

This systematic review study aims to identify the frequently used gamification elements in open and distance learning (ODL) environments, and the reasons behind their usage. To do this, 40 articles regarding the use of gamification in ODL environments were systematically analyzed. The content analysis method was administrated and inter-rater reliability was calculated by Cohen Kappa coefficient which was found appropriate (0.82). According to the findings, gamification elements such as badges, points, leaderboards, and rewards have been frequently used in ODL environments. The dependent variables used in these studies to examine the effectiveness of gamification elements include participation, motivation, and engagement. Moreover, the findings revealed that the badges were used to increase participation, the points to improve motivation, and the rewards to support engagement. Based on the findings, the current study recommends considering gamification integration frameworks, learning and teaching theories during the design of the gamification elements, and avoiding irrelevant gamification elements. Moreover, the study emphasized the importance of considering students’ needs, setting clear goals and objectives for students, and differentiating the use of gamification elements in online and face-to-face courses.

Keywords

Details

Primary Language

English

Subjects

Other Fields of Education

Journal Section

Systematic Reviews and Meta Analysis

Publication Date

December 31, 2021

Submission Date

December 5, 2020

Acceptance Date

September 11, 2021

Published in Issue

Year 2021 Volume: 22 Number: 3

APA
Yıldız, M., Kayaduman, H., & Kurşun, E. (2021). The Use of Gamification Elements in Open and Distance Learning (ODL) Environments. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 22(3), 1389-1428. https://doi.org/10.29299/kefad.836471
AMA
1.Yıldız M, Kayaduman H, Kurşun E. The Use of Gamification Elements in Open and Distance Learning (ODL) Environments. KEFAD. 2021;22(3):1389-1428. doi:10.29299/kefad.836471
Chicago
Yıldız, Mehmet, Halil Kayaduman, and Engin Kurşun. 2021. “The Use of Gamification Elements in Open and Distance Learning (ODL) Environments”. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi 22 (3): 1389-1428. https://doi.org/10.29299/kefad.836471.
EndNote
Yıldız M, Kayaduman H, Kurşun E (December 1, 2021) The Use of Gamification Elements in Open and Distance Learning (ODL) Environments. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi 22 3 1389–1428.
IEEE
[1]M. Yıldız, H. Kayaduman, and E. Kurşun, “The Use of Gamification Elements in Open and Distance Learning (ODL) Environments”, KEFAD, vol. 22, no. 3, pp. 1389–1428, Dec. 2021, doi: 10.29299/kefad.836471.
ISNAD
Yıldız, Mehmet - Kayaduman, Halil - Kurşun, Engin. “The Use of Gamification Elements in Open and Distance Learning (ODL) Environments”. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi 22/3 (December 1, 2021): 1389-1428. https://doi.org/10.29299/kefad.836471.
JAMA
1.Yıldız M, Kayaduman H, Kurşun E. The Use of Gamification Elements in Open and Distance Learning (ODL) Environments. KEFAD. 2021;22:1389–1428.
MLA
Yıldız, Mehmet, et al. “The Use of Gamification Elements in Open and Distance Learning (ODL) Environments”. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, vol. 22, no. 3, Dec. 2021, pp. 1389-28, doi:10.29299/kefad.836471.
Vancouver
1.Mehmet Yıldız, Halil Kayaduman, Engin Kurşun. The Use of Gamification Elements in Open and Distance Learning (ODL) Environments. KEFAD. 2021 Dec. 1;22(3):1389-428. doi:10.29299/kefad.836471