Araştırma Makalesi

The Impact of Gamification on Achievement, Flow Experience, and Emotional State

Cilt: 19 Sayı: 4 29 Ekim 2026
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The Impact of Gamification on Achievement, Flow Experience, and Emotional State

Öz

The research aimed to examine the effects of gamification environments on university students' achievement, flow experiences, and emotional states. This study utilized a mixed-methods design, incorporating a quasi-experimental approach for the quantitative phase and a phenomenological approach for the qualitative phase. The study group consisted of 80 students (Quizizz, n = 32; Quizlet, n = 48) enrolled in the Educational Psychology course at a state university. Data were collected through the Achievement Test, Flow Experience Scale, and Positive and Negative Affect Scale. Both groups showed significant pre-test to post-test gains in achievement, with no significant difference between the two groups. Flow experience was positively correlated with positive emotion in both groups, but with achievement only in the Quizlet group. In the Quizizz group, achievement was moderately and negatively correlated with negative emotion, whereas no such relationship was found in the Quizlet group. No significant relationship was found between achievement and positive emotion in either group. Qualitative findings revealed that students actively engaged in both environments, reported higher motivation, and found learning more enjoyable. However, they experienced the platforms differently. Quizizz users emphasized excitement through competition and scoring, whereas Quizlet users highlighted confidence gained from repetition and individual progress. Overall, these results indicate that gamification tools led to similar achievement gains, but through different flow and emotional processes.

Anahtar Kelimeler

Etik Beyan

We conducted this study in accordance with established research ethics standards. We obtained ethical approval from the Ethics Committee of Dokuz Eylül University (Approval No: E-10042736-659-414325). Before data collection, we informed all participants about the purpose, scope, and confidentiality principles of the study. Participation was entirely voluntary, and we obtained written informed consent from all participants. In conducting this research, we adhered to the ethical principles outlined in the Declaration of Helsinki.

Teşekkür

We would like to express our sincere gratitude to the journal’s reviewers for their constructive feedback and careful evaluation of the manuscript, and to the general and field editors for their dedicated support throughout the review process.

Kaynakça

  1. Alsadoon, H. (2023). The impact of gamification on student motivation and engagement: An empirical study. Dirasat: Educational Sciences, 50(2), 386-396. https://doi.org/10.35516/edu.v50i2.255
  2. An, Y. (2023). The impact of gamification on doctoral students’ perceptions, emotions, and learning in an online environment. TechTrends, 67(4), 706-717. https://doi.org/10.1007/s11528-022-00833-7
  3. Camacho-Morles, J., Slemp, G. R., Pekrun, R., Loderer, K., Hou, H., & Oades, L. G. (2021). Activity achievement emotions and academic performance: A meta-analysis. Educational Psychology Review, 33(3), 1051-1095. https://doi.org/10.1007/s10648-020-09585-3
  4. Chang, C. C., Liang, C., Chou, P. N., & Lin, G. Y. (2017). Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness. Computers in Human Behavior, 71, 218-227. https://doi.org/10.1016/j.chb.2017.01.031
  5. Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches. Sage Publications.
  6. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
  7. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek '11). Association for Computing Machinery, New York, NY, USA, 9-15. https://doi.org/10.1145/2181037.2181040
  8. D’Mello, S., & Graesser, A. (2012). Dynamics of affective states during complex learning. Learning and Instruction, 22(2), 145-157. https://doi.org/10.1016/j.learninstruc.2011.10.001

Ayrıntılar

Birincil Dil

İngilizce

Konular

Öğretim Tasarımı, Öğretim Teknolojileri, Eğitim Teknolojisi ve Bilgi İşlem

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

29 Ekim 2026

Gönderilme Tarihi

12 Ocak 2026

Kabul Tarihi

31 Ağustos 2026

Yayımlandığı Sayı

Yıl 2026 Cilt: 19 Sayı: 4

Kaynak Göster

APA
Uygur, S. S., & Kahyaoğlu Erdoğmuş, Y. (2026). The Impact of Gamification on Achievement, Flow Experience, and Emotional State. Journal of Theoretical Educational Sciences, 19(4), 879-905. https://doi.org/10.30831/akukeg.1861499
AMA
1.Uygur SS, Kahyaoğlu Erdoğmuş Y. The Impact of Gamification on Achievement, Flow Experience, and Emotional State. Journal of Theoretical Educational Sciences. 2026;19(4):879-905. doi:10.30831/akukeg.1861499
Chicago
Uygur, Sebahat Sevgi, ve Yasemin Kahyaoğlu Erdoğmuş. 2026. “The Impact of Gamification on Achievement, Flow Experience, and Emotional State”. Journal of Theoretical Educational Sciences 19 (4): 879-905. https://doi.org/10.30831/akukeg.1861499.
EndNote
Uygur SS, Kahyaoğlu Erdoğmuş Y (01 Ekim 2026) The Impact of Gamification on Achievement, Flow Experience, and Emotional State. Journal of Theoretical Educational Sciences 19 4 879–905.
IEEE
[1]S. S. Uygur ve Y. Kahyaoğlu Erdoğmuş, “The Impact of Gamification on Achievement, Flow Experience, and Emotional State”, Journal of Theoretical Educational Sciences, c. 19, sy 4, ss. 879–905, Eki. 2026, doi: 10.30831/akukeg.1861499.
ISNAD
Uygur, Sebahat Sevgi - Kahyaoğlu Erdoğmuş, Yasemin. “The Impact of Gamification on Achievement, Flow Experience, and Emotional State”. Journal of Theoretical Educational Sciences 19/4 (01 Ekim 2026): 879-905. https://doi.org/10.30831/akukeg.1861499.
JAMA
1.Uygur SS, Kahyaoğlu Erdoğmuş Y. The Impact of Gamification on Achievement, Flow Experience, and Emotional State. Journal of Theoretical Educational Sciences. 2026;19:879–905.
MLA
Uygur, Sebahat Sevgi, ve Yasemin Kahyaoğlu Erdoğmuş. “The Impact of Gamification on Achievement, Flow Experience, and Emotional State”. Journal of Theoretical Educational Sciences, c. 19, sy 4, Ekim 2026, ss. 879-05, doi:10.30831/akukeg.1861499.
Vancouver
1.Sebahat Sevgi Uygur, Yasemin Kahyaoğlu Erdoğmuş. The Impact of Gamification on Achievement, Flow Experience, and Emotional State. Journal of Theoretical Educational Sciences. 01 Ekim 2026;19(4):879-905. doi:10.30831/akukeg.1861499