Year 2019, Volume 20, Issue 3, Pages 119 - 142 2019-07-01

Effectiveness of Gamification Elements in Blended Learning Environments

Can MESE [1] , Ozcan Ozgur DURSUN [2]

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The purpose of this study was to determine the effectiveness of blended learning environments enriched with the use of gamification elements. The study was carried out using the convergent parallel mixed design, in which the qualitative and quantitative data were integrated. The study was conducted with 63 participants who were randomly divided into control and experimental groups. In the experimental group, the activities were enriched in the environment by using the gamification elements but not in the control group. The data were collected by Community of Inquiry data collection tool, academic achievement test, Instructional Materials Motivation Survey, experience activity, and interviews. According to the results, no difference was observed between the groups in terms of community of inquiry model, academic achivement, motivation. These findings are supported by qualitative data. According the findings, it could be stated that learning occurred in the form of latent learning in the experimental group.

Gamification, blended learning, community of inquiry, motivation
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Primary Language en
Subjects Social
Journal Section Articles

Orcid: 0000-0002-9759-7055
Author: Can MESE (Primary Author)

Orcid: 0000-0002-5866-5748
Author: Ozcan Ozgur DURSUN


Publication Date: July 1, 2019

Bibtex @research article { tojde601914, journal = {Turkish Online Journal of Distance Education}, issn = {1302-6488}, address = {Anadolu University}, year = {2019}, volume = {20}, pages = {119 - 142}, doi = {10.17718/tojde.601914}, title = {Effectiveness of Gamification Elements in Blended Learning Environments}, key = {cite}, author = {MESE, Can and DURSUN, Ozcan Ozgur} }
APA MESE, C , DURSUN, O . (2019). Effectiveness of Gamification Elements in Blended Learning Environments. Turkish Online Journal of Distance Education, 20 (3), 119-142. DOI: 10.17718/tojde.601914
MLA MESE, C , DURSUN, O . "Effectiveness of Gamification Elements in Blended Learning Environments". Turkish Online Journal of Distance Education 20 (2019): 119-142 <>
Chicago MESE, C , DURSUN, O . "Effectiveness of Gamification Elements in Blended Learning Environments". Turkish Online Journal of Distance Education 20 (2019): 119-142
RIS TY - JOUR T1 - Effectiveness of Gamification Elements in Blended Learning Environments AU - Can MESE , Ozcan Ozgur DURSUN Y1 - 2019 PY - 2019 N1 - doi: 10.17718/tojde.601914 DO - 10.17718/tojde.601914 T2 - Turkish Online Journal of Distance Education JF - Journal JO - JOR SP - 119 EP - 142 VL - 20 IS - 3 SN - 1302-6488- M3 - doi: 10.17718/tojde.601914 UR - Y2 - 2019 ER -
EndNote %0 Turkish Online Journal of Distance Education Effectiveness of Gamification Elements in Blended Learning Environments %A Can MESE , Ozcan Ozgur DURSUN %T Effectiveness of Gamification Elements in Blended Learning Environments %D 2019 %J Turkish Online Journal of Distance Education %P 1302-6488- %V 20 %N 3 %R doi: 10.17718/tojde.601914 %U 10.17718/tojde.601914
ISNAD MESE, Can , DURSUN, Ozcan Ozgur . "Effectiveness of Gamification Elements in Blended Learning Environments". Turkish Online Journal of Distance Education 20 / 3 (July 2019): 119-142.
AMA MESE C , DURSUN O . Effectiveness of Gamification Elements in Blended Learning Environments. Turkish Online Journal of Distance Education. 2019; 20(3): 119-142.
Vancouver MESE C , DURSUN O . Effectiveness of Gamification Elements in Blended Learning Environments. Turkish Online Journal of Distance Education. 2019; 20(3): 142-119.