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The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application

Year 2017, , 372 - 395, 31.10.2017
https://doi.org/10.17569/tojqi.329742

Abstract

One of
the basic challenges in distance education is motivational issues that distance
learners encounter because of the factors such as separation in time and space
from teachers, other learners, and learning sources. In an effort to minimize
this drawback and increase learners’ participation into learning processes by
motivating distant learners, new approaches such as gamification have been
integrated in distance education. Gamification is one of the motivational
approaches to meet this need. 
Gamification is defined as the application of game elements and digital
game design techniques to non-game situations to engage and motivate people to
achieve their goals. Within this perspective, this study intends to explain the
use of gamification by examining, SoruKüp, a gamified web-based quiz
application designed for the use of distant learners. Within this context, the
research used holistic multiple-case design which is one of the qualitative
research model. The research data was collected through interviews with
participants who used SoruKüp application and the data was analyzed using
content analysis technique. Within the perspectives of the research, it has
been argued that gamification in distance education enhances the learners’
motivation, contributes to the sustainability of the learning process, and makes
the learning process more fun.

References

  • Amriani, A., Aji, A. F., Utomo, A. Y., & Junus, K. M. (2013, October). An empirical study of gamification impact on e-Learning environment. In Computer Science and Network Technology (ICCSNT) 2013 (pp. 265-269). IEEE.
  • Berge, Z. L., & Huang, Y. P. (2004). A Model for Sustainable Student Retention: A Holistic Perspective on the Student Dropout Problem with Special Attention to e-Learning. DeosNews, 13(5).
  • Bozkurt, A. (2014). Homo ludens: Dijital oyunlar ve eğitim. Eğitim Teknolojileri Araştırmaları Dergisi. 5(1).
  • Bozkurt, A. & Genç-Kumtepe, E. (2014). Oyunlaştırma, Oyun Felsefesi ve Eğitim: Gamification. Akademik Bilişim 2014 (s.155-164). 5-7 Subat 2014, Mersin Üniversitesi, Mersin.
  • Creswell, J. W. (2013). Research design: Qualitative, quantitative, and mixed methods approaches. Sage Publications.
  • Creswell, W. J. (2007). Qualitative inquiry and research design choosing among five traditions. Sage Publications.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp.9-15). ACM.
  • Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification: Using game-design elements in non-gaming contexts. In Part 2-Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems (pp. 2425-2428). ACM.
  • Deterding, S. (2011). Meaningful Play. Getting “Gamification” Right. Google Tech Talk. http://www.slideshare.net/dings/meaningful-play-getting-gamification-right
  • Gañán, D., Caballé, S., Clarisó, R., & Conesa, J. (2016a, July). Analysis and Design of an eLearning Platform Featuring Learning Analytics and Gamification. In Complex, Intelligent, and Software Intensive Systems (CISIS) 2016 10th International Conference on (pp. 87-94). IEEE.
  • Gañán, D., Caballé, S., Clarisó, R., & Conesa, J. (2016b, September). A Prototype of an eLearning Platform in Support for Learning Analytics and Gamification. In Intelligent Networking and Collaborative Systems (INCoS), 2016 International Conference on (pp. 362-369). IEEE.
  • Glover, I. (2013) Play as you learn: gamification as a technique for motivating learners. In proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2013. AACE, Chesapeake, VA, 1999-2008.
  • Groh, F. (2012). Gamification: State of the art definition and utilization. Proceedings of the 4th Seminar on Research Trends in Media Informatics. Institute of Media Informatics, Ulm University, 14th February 2012, pp. 39-46.
  • Hall, E. T. (1976). Beyond Culture. New York: Anchor.
  • Herbert, M. (2006). Staying the course: A study in online student satisfaction and retention. Online Journal of Distance Learning Administration, 9(4), 300-317.
  • Jimenez, D. G., Caballé, S., Clarisó, R., & Conesa, J. (2016, March). Towards the Effective Software Development of an eLearning Platform Featuring Learning Analytics and Gamification. In Advanced Information Networking and Applications Workshops (WAINA), 2016 30th International Conference on (pp. 177-182). IEEE.
  • Krause, M., Mogalle, M., Pohl, H., & Williams, J. J. (2015, March). A playful game changer: Fostering student retention in online education with social gamification. In Proceedings of the Second (2015) ACM Conference on Learning@ Scale (pp. 95-102). ACM.
  • Lamprinou, D., & Paraskeva, F. (2015, November). Gamification design framework based on sdt for student motivation. In Interactive Mobile Communication Technologies and Learning (IMCL), 2015 International Conference on (pp. 406-410). IEEE.
  • Latour, B. (2005). Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford University Press.
  • McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Books.
  • McMillan, J. H. (2004). Educational research: Fundamentals for the consumer (4. Baskı). Boston: Person.
  • Merriam, S. B., & Tisdell, E. J. (2015). Qualitative research: A guide to design and implementation. John Wiley & Sons.
  • Moore, M. G. & Kearsley, G. (2005). Distance education: A Systems View. Canada: Wadsworth.
  • Mozelius, P., Collin, J., & Olsson, M. (2015, June). Visualisation and gamification of e-Learning-Attitudes among course participants. In 10th International Conference on e-Learning ICEL2015, College of the Bahamas, Nassau, The Bahamas 25 26 juni, 2015 (pp. 227-234). Academic Conferences Publishing.
  • Muntean, C. I. (2011, October). Raising engagement in e-learning through gamification. In Proceedings of 6th International Conference on Virtual Learning ICVL (pp. 323-329).
  • Palloff, R. M., & Pratt, K. (2003). The virtual student: A profile and guide to working with online learners. John Wiley & Sons.
  • Patton, M. Q. (1990). Qualitative evaluation and research methods. SAGE Publications.
  • Rao, V. (2016). The Appeal of Chance for Behavior Change:" Social Anxiety Challenge", Location-Based Gameful Application for Social Anxiety. In Alexander Meschtscherjakov, Boris De Ruyter, Verena Fuchsberger, Martin Murer, and Manfred Tscheligi (Eds.). 11th International Conference on Persuasive Technology, PERSUASIVE 2016, Salzburg, Austria, April 4-7, 2016, pp. 63-65.
  • Riding, R. J., & Rayner, S. (1995). The information superhighway and individualized learning. Educational Psychology, 15(4), 365-378.
  • Sankaran, S. R., & Bui, T. (2001). Impact of Learning Strategies and Motivation on Performance: A Study in Web Based Instruction. Journal of Instructional Psychology, 28(3). S. 191-198.
  • Schunk, D. H. (1996). Goal and self-evaluative influences during children’s cognitive skill learning. American Educational Research Journal, 33, 3597382
  • Shi, L., Cristea, A. I., Hadzidedic, S., & Dervishalidovic, N. (2014, August). Contextual gamification of social interaction–towards increasing motivation in social e-learning. In International Conference on Web-Based Learning (pp. 116-122). Springer International Publishing.
  • Short, J., Williams, E., & Christie, B. (1976). The social psychology of telecommunications. London: Wiley.
  • Siemens, G. (2004). Connectivism: A learning theory for the digital age. Retrieved from http://www.elearnspace.org/Articles/connectivism.htm
  • Simonson, M. R., Smaldino, S., Albright, M., & Zvacek, S. (2003). Teaching and learning at a distance. Upper Saddle River, NJ: Merrill.
  • Smith, P. A. (2001). Understanding self-regulated learning and its implications for accounting educators and researchers. Issues in Accounting Education, 16(4), 663-700.
  • Tyler-Smith, K. (2006). Early attrition among first time eLearners: A review of factors that contribute to drop-out, withdrawal and non-completion rates of adult learners undertaking eLearning programmes. Journal of Online learning and Teaching, 2(2), 73-85.
  • Uçar, H., & Kumtepe, A. T. (2018). Integrating Motivational Strategies into Massive Open Online Courses (MOOCs): The Application and Administration of the Motivation Design Model. In K. Buyuk, S. Kocdar, & A. Bozkurt (Eds.), Administrative Leadership in Open and Distance Learning Programs (pp. 213-235). Hershey, PA: IGI Global.
  • Werbach K. & Hunter D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.
  • Yıldırım, A., & Şimşek, H. (2008). Sosyal bilimlerde nitel araştırma yöntemleri. Ankara: Seçkin Yayıncılık.
  • Yin, R. K. (2002). Case study research: Design and methods. California: Sage Publications.
  • Zicherman, G., & Cunningham, C. (2011) Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol, CA: O’Reilly Media

Uzaktan Eğitimde Oyunlaştırma Kullanımı: Oyunlaştırılmış Web Tabanlı Bir Alıştırma Uygulaması

Year 2017, , 372 - 395, 31.10.2017
https://doi.org/10.17569/tojqi.329742

Abstract

Uzaktan
eğitimdeki temel zorluklardan birisi, öğrenenlerin zaman ve mekân bağlamında
öğretenlerden, diğer öğrenenlerden ve öğrenme kaynaklarından ayrılması gibi
faktörlerden dolayı karşılaşılan motivasyonel durumlardır. Öğrenenlerin
motivasyonunu artırarak bu engeli en aza indirmek ve öğrenenlerin öğrenme
süreçlerine katılımını artırmak çabasıyla, oyunlaştırma gibi yeni yaklaşımlar
uzaktan eğitime entegre edilmiştir. Oyunlaştırma bu ihtiyacı karşılamak için
kullanılan motivasyon yaklaşımlarından birisidir. Oyunlaştırma oyun
unsurlarının ve dijital oyun tasarım tekniklerinin insanları motive etmek ve
sürece dahil etmek için oyun dışı durumlara uygulanması olarak
tanımlanmaktadır. Bu bakış açısıyla ele alındığında, bu çalışma uzaktan
öğrenenlerin kullanımı için tasarlanmış web tabanlı bir eğitsel uygulama olan
SoruKüp'ü inceleyerek oyunlaştırmanın kullanımını açıklamaktır. Bu bağlamda
çalışma nitel araştırma modellerinden bütüncül çoklu durum çalışması
kullanılarak desenlenmiştir. Araştırma verileri SoruKüp uygulamasını
deneyimlemiş kullanıcılarla görüşme yapılarak toplanmış ve veriler içerik
analizi yöntemi ile çözümlenmiştir. Araştırma bağlamda uzaktan eğitim
süreçlerinde oyunlaştırmanın öğrenen motivasyonunu arttırdığı, öğrenme
sürecinin sürdürülebilir olmasına katkı sağladığı ve öğrenme sürecini daha
eğlenceli hale getirdiği görüşü ortaya çıkmıştır.

References

  • Amriani, A., Aji, A. F., Utomo, A. Y., & Junus, K. M. (2013, October). An empirical study of gamification impact on e-Learning environment. In Computer Science and Network Technology (ICCSNT) 2013 (pp. 265-269). IEEE.
  • Berge, Z. L., & Huang, Y. P. (2004). A Model for Sustainable Student Retention: A Holistic Perspective on the Student Dropout Problem with Special Attention to e-Learning. DeosNews, 13(5).
  • Bozkurt, A. (2014). Homo ludens: Dijital oyunlar ve eğitim. Eğitim Teknolojileri Araştırmaları Dergisi. 5(1).
  • Bozkurt, A. & Genç-Kumtepe, E. (2014). Oyunlaştırma, Oyun Felsefesi ve Eğitim: Gamification. Akademik Bilişim 2014 (s.155-164). 5-7 Subat 2014, Mersin Üniversitesi, Mersin.
  • Creswell, J. W. (2013). Research design: Qualitative, quantitative, and mixed methods approaches. Sage Publications.
  • Creswell, W. J. (2007). Qualitative inquiry and research design choosing among five traditions. Sage Publications.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp.9-15). ACM.
  • Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification: Using game-design elements in non-gaming contexts. In Part 2-Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems (pp. 2425-2428). ACM.
  • Deterding, S. (2011). Meaningful Play. Getting “Gamification” Right. Google Tech Talk. http://www.slideshare.net/dings/meaningful-play-getting-gamification-right
  • Gañán, D., Caballé, S., Clarisó, R., & Conesa, J. (2016a, July). Analysis and Design of an eLearning Platform Featuring Learning Analytics and Gamification. In Complex, Intelligent, and Software Intensive Systems (CISIS) 2016 10th International Conference on (pp. 87-94). IEEE.
  • Gañán, D., Caballé, S., Clarisó, R., & Conesa, J. (2016b, September). A Prototype of an eLearning Platform in Support for Learning Analytics and Gamification. In Intelligent Networking and Collaborative Systems (INCoS), 2016 International Conference on (pp. 362-369). IEEE.
  • Glover, I. (2013) Play as you learn: gamification as a technique for motivating learners. In proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2013. AACE, Chesapeake, VA, 1999-2008.
  • Groh, F. (2012). Gamification: State of the art definition and utilization. Proceedings of the 4th Seminar on Research Trends in Media Informatics. Institute of Media Informatics, Ulm University, 14th February 2012, pp. 39-46.
  • Hall, E. T. (1976). Beyond Culture. New York: Anchor.
  • Herbert, M. (2006). Staying the course: A study in online student satisfaction and retention. Online Journal of Distance Learning Administration, 9(4), 300-317.
  • Jimenez, D. G., Caballé, S., Clarisó, R., & Conesa, J. (2016, March). Towards the Effective Software Development of an eLearning Platform Featuring Learning Analytics and Gamification. In Advanced Information Networking and Applications Workshops (WAINA), 2016 30th International Conference on (pp. 177-182). IEEE.
  • Krause, M., Mogalle, M., Pohl, H., & Williams, J. J. (2015, March). A playful game changer: Fostering student retention in online education with social gamification. In Proceedings of the Second (2015) ACM Conference on Learning@ Scale (pp. 95-102). ACM.
  • Lamprinou, D., & Paraskeva, F. (2015, November). Gamification design framework based on sdt for student motivation. In Interactive Mobile Communication Technologies and Learning (IMCL), 2015 International Conference on (pp. 406-410). IEEE.
  • Latour, B. (2005). Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford University Press.
  • McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Books.
  • McMillan, J. H. (2004). Educational research: Fundamentals for the consumer (4. Baskı). Boston: Person.
  • Merriam, S. B., & Tisdell, E. J. (2015). Qualitative research: A guide to design and implementation. John Wiley & Sons.
  • Moore, M. G. & Kearsley, G. (2005). Distance education: A Systems View. Canada: Wadsworth.
  • Mozelius, P., Collin, J., & Olsson, M. (2015, June). Visualisation and gamification of e-Learning-Attitudes among course participants. In 10th International Conference on e-Learning ICEL2015, College of the Bahamas, Nassau, The Bahamas 25 26 juni, 2015 (pp. 227-234). Academic Conferences Publishing.
  • Muntean, C. I. (2011, October). Raising engagement in e-learning through gamification. In Proceedings of 6th International Conference on Virtual Learning ICVL (pp. 323-329).
  • Palloff, R. M., & Pratt, K. (2003). The virtual student: A profile and guide to working with online learners. John Wiley & Sons.
  • Patton, M. Q. (1990). Qualitative evaluation and research methods. SAGE Publications.
  • Rao, V. (2016). The Appeal of Chance for Behavior Change:" Social Anxiety Challenge", Location-Based Gameful Application for Social Anxiety. In Alexander Meschtscherjakov, Boris De Ruyter, Verena Fuchsberger, Martin Murer, and Manfred Tscheligi (Eds.). 11th International Conference on Persuasive Technology, PERSUASIVE 2016, Salzburg, Austria, April 4-7, 2016, pp. 63-65.
  • Riding, R. J., & Rayner, S. (1995). The information superhighway and individualized learning. Educational Psychology, 15(4), 365-378.
  • Sankaran, S. R., & Bui, T. (2001). Impact of Learning Strategies and Motivation on Performance: A Study in Web Based Instruction. Journal of Instructional Psychology, 28(3). S. 191-198.
  • Schunk, D. H. (1996). Goal and self-evaluative influences during children’s cognitive skill learning. American Educational Research Journal, 33, 3597382
  • Shi, L., Cristea, A. I., Hadzidedic, S., & Dervishalidovic, N. (2014, August). Contextual gamification of social interaction–towards increasing motivation in social e-learning. In International Conference on Web-Based Learning (pp. 116-122). Springer International Publishing.
  • Short, J., Williams, E., & Christie, B. (1976). The social psychology of telecommunications. London: Wiley.
  • Siemens, G. (2004). Connectivism: A learning theory for the digital age. Retrieved from http://www.elearnspace.org/Articles/connectivism.htm
  • Simonson, M. R., Smaldino, S., Albright, M., & Zvacek, S. (2003). Teaching and learning at a distance. Upper Saddle River, NJ: Merrill.
  • Smith, P. A. (2001). Understanding self-regulated learning and its implications for accounting educators and researchers. Issues in Accounting Education, 16(4), 663-700.
  • Tyler-Smith, K. (2006). Early attrition among first time eLearners: A review of factors that contribute to drop-out, withdrawal and non-completion rates of adult learners undertaking eLearning programmes. Journal of Online learning and Teaching, 2(2), 73-85.
  • Uçar, H., & Kumtepe, A. T. (2018). Integrating Motivational Strategies into Massive Open Online Courses (MOOCs): The Application and Administration of the Motivation Design Model. In K. Buyuk, S. Kocdar, & A. Bozkurt (Eds.), Administrative Leadership in Open and Distance Learning Programs (pp. 213-235). Hershey, PA: IGI Global.
  • Werbach K. & Hunter D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.
  • Yıldırım, A., & Şimşek, H. (2008). Sosyal bilimlerde nitel araştırma yöntemleri. Ankara: Seçkin Yayıncılık.
  • Yin, R. K. (2002). Case study research: Design and methods. California: Sage Publications.
  • Zicherman, G., & Cunningham, C. (2011) Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol, CA: O’Reilly Media
There are 42 citations in total.

Details

Journal Section Articles
Authors

Yusuf Levent Şahin

Nejdet Karadağ This is me

Aras Bozkurt This is me

Ezgi Doğan

Hakan Kılınç

Serap Uğur

Salih Gümüş This is me

Aylin Öztürk

Can Güler

Publication Date October 31, 2017
Submission Date July 20, 2017
Published in Issue Year 2017

Cite

APA Şahin, Y. L., Karadağ, N., Bozkurt, A., Doğan, E., et al. (2017). The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application. Turkish Online Journal of Qualitative Inquiry, 8(4), 372-395. https://doi.org/10.17569/tojqi.329742
AMA Şahin YL, Karadağ N, Bozkurt A, Doğan E, Kılınç H, Uğur S, Gümüş S, Öztürk A, Güler C. The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application. TOJQI. October 2017;8(4):372-395. doi:10.17569/tojqi.329742
Chicago Şahin, Yusuf Levent, Nejdet Karadağ, Aras Bozkurt, Ezgi Doğan, Hakan Kılınç, Serap Uğur, Salih Gümüş, Aylin Öztürk, and Can Güler. “The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application”. Turkish Online Journal of Qualitative Inquiry 8, no. 4 (October 2017): 372-95. https://doi.org/10.17569/tojqi.329742.
EndNote Şahin YL, Karadağ N, Bozkurt A, Doğan E, Kılınç H, Uğur S, Gümüş S, Öztürk A, Güler C (October 1, 2017) The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application. Turkish Online Journal of Qualitative Inquiry 8 4 372–395.
IEEE Y. L. Şahin, N. Karadağ, A. Bozkurt, E. Doğan, H. Kılınç, S. Uğur, S. Gümüş, A. Öztürk, and C. Güler, “The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application”, TOJQI, vol. 8, no. 4, pp. 372–395, 2017, doi: 10.17569/tojqi.329742.
ISNAD Şahin, Yusuf Levent et al. “The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application”. Turkish Online Journal of Qualitative Inquiry 8/4 (October 2017), 372-395. https://doi.org/10.17569/tojqi.329742.
JAMA Şahin YL, Karadağ N, Bozkurt A, Doğan E, Kılınç H, Uğur S, Gümüş S, Öztürk A, Güler C. The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application. TOJQI. 2017;8:372–395.
MLA Şahin, Yusuf Levent et al. “The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application”. Turkish Online Journal of Qualitative Inquiry, vol. 8, no. 4, 2017, pp. 372-95, doi:10.17569/tojqi.329742.
Vancouver Şahin YL, Karadağ N, Bozkurt A, Doğan E, Kılınç H, Uğur S, Gümüş S, Öztürk A, Güler C. The Use of Gamification in Distance Education: A Web-Based Gamified Quiz Application. TOJQI. 2017;8(4):372-95.

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