Oyun Tabanlı Öğrenmenin Öğrenci Bağlılığı ve Motivasyonu Üzerindeki Etkisinin Kontrol Odağına Göre İncelenmesi
Yıl 2024,
Cilt: 14 Sayı: 3, 420 - 427, 31.12.2024
Müge İçelli Güneş
,
Berna Çağla Balkışlı
,
Hüseyin Özçınar
Öz
Bu çalışmanın amacı, Kahoot! uygulamasının eğitimde oyunlaştırma yöntemi olarak kullanılmasının farklı akademik kontrol odağına
sahip öğrencilerin motivasyon ve derse bağlılıkları üzerindeki etkisinin incelenmesidir. Çalışmaya yaş ortalamaları 20.90±3.65 olan
51 fizyoterapi öğrencisi dahil edilmiştir. Öğrencilerin kontrol odağı algısı Akademik Kontrol Odağı Ölçeği ile, derse katılımı Öğrenci
Katılımı Ölçeği (ÖKÖ) ile, motivasyon düzeyleri Öğrenci Motivasyonu Ölçeği (ÖMÖ) ile ölçülmüştür. Ölçekler Kahoot! uygulamasına
başlanmadan (ön test) ve altı hafta uygulama sonrasında (son test) olarak uygulanmaştır. Akademik Kontrol Odağı Ölçeği’ne göre, öğrenci
ÖKÖ ve ÖMÖ puanları, içsel kontrol odağı yüksek ve dışsal kontrol odağı düşük olan öğrenci gruplarında anlamlı olarak daha yüksek
bulunmuştur (p<0.05). Eğitimle birlikte gerçekleştirilen Kahoot! uygulaması sonrasında içsel ve dışsal akademik kontrol odağı yüksek
ve düşük olan tüm öğrenci gruplarında anlamlı artış görülmüştür (p<0,05). Katılımı ve motivasyonu artırarak öğrenmeyi kolaylaştıran
eğitsel oyunların eğitim sürecine dâhil edilmesi, iç ve/veya dış kontrol odağına sahip öğrenci grupları için uygun ve faydalı görülmektedir
Etik Beyan
Etik kurul izni kapsamında Pamukkale Üniversitesi Sosyal ve Beşeri Bilimler Araştırma ve Yayın Etiği Kurulu’undan 27/02/2023 tarih ve E-93803232-622.02-339716 sayılı belge alınmıştır.
Kaynakça
- Akın, A. (2007). Akademik Kontrol Odağı Ölçeği: Geçerlik ve güvenirlik
çalışması. Çukurova Üniversitesi Eğitim Fakültesi Dergisi, 34(3),
9-17.
- Alsawaier, R. S. (2018). The effect of gamification on motivation and
engagement. International Journal of Information and Learning
Technology. Emerald Group Publishing Ltd.
- Ansar, M., & George, G. (2023). Gamification in education and ıts
impact on student motivation—a critical review. Emerging IT/ICT
and AI Technologies Affecting Society, 161-170.
- Azzouz Boudadi, N., & Gutiérrez-Colón, M. (2020). Effect of
Gamification on students’ motivation and learning achievement in
Second Language Acquisition within higher education: A literature
review 2011-2019. The EuroCALL Review, 28(1), 40.
- Baydas, O., & Cicek, M. (2019). The examination of the gamification
process in undergraduate education: A scale development study.
Technology, Pedagogy and Education, 28(3), 269-285.
- Bergdahl, N., Fors, U., Hernwall, P., & Knutsson, O. (2018). The use
of learning technologies and student engagement in learning
activities. Nordic Journal of Digital Literacy, 13(2), 113-130.
- Bevins, K. and Howard, C. (2018) ”Game Mechanics and Why They Are
Employed: What We know About Gamification So Far”, Issues and
Trends in Educational, Vol 6, No. 1, 1-21.
- Boekaerts, M. (2016). Engagement as an inherent aspect of the
learning process. Learning and Instruction, 43, 76–83.
- Büyükgöze, H. (2017). Öğretmen adaylarının akademik
sahtekarlıkeğilimlerinde özyeterlik ve akademik kontrolodağının
rolü. Manisa Celal Bayar Üniversitesi Sosyal Bilimler Dergisi, 15 (1)
, 801-823 . DOI: 10.18026/cbayarsos.300038
- Byrne, R. (2013). Free technology for teachers: Kahoot!-create quizzes
and surveys your students can answer on any device. Available at
- Chen, W. et al (Eds).(2017, December).“Go Kahoot.
- Chans, G. M., & Portuguez Castro, M. (2021). Gamification as a strategy
to increase motivation and engagement in higher education
chemistry students. Computers, 10(10), 132.
- Chinedu, O. R., & Nwizuzu, C. B. (2021). Relationship between Locus
of Control and Academic Achievement of Secondary School
Students in Abia State. Journal of Analytical Sciences, Methods
and Instrumentation, 11(02), 15–22.
Collie, R. J., & Martin, A. J. (2019). Motivation and Engagement in
Learning. In Oxford Research Encyclopedia of Education. Oxford
University Press.
- Dellos, R. (2015). Kahoot! A digital game resource for learning.
International Journal of Instructional Technology and Distance
Learning, 12(4), 49–52
- García-López, I. M., Acosta-Gonzaga, E., & Ruiz-Ledesma, E. F. (2023).
Investigating the Impact of Gamification on Student Motivation,
Engagement, and Performance. Education Sciences, 13(8).
- Gokbulut, B. (2020). The effect of Mentimeter and Kahoot applications
on university students’e-learning. World Journal on Educational
Technology: Current Issues, 12(2), 107-116.
- Hopkins, C., Ferrell, O. C., Ferrell, L., Hopkins, K., & Merkle, A. C. (2020).
Self-efficacy, locus of control and engagement as determinants of
grades in a principles of marketing class. Marketing Education
Review, 30(4), 236-251.
- Jayalath, J., & Esichaikul, V. (2020). Gamification to enhance
motivation and engagement in blended eLearning for technical
and vocational education and training. Technology, Knowledge
and Learning, 1-28.
- Kara, F., Güzel, A., & Uçan, S. (2016). Sağlık Yüksekokulu Öğrencilerinin
Kontrol Odağı Algısı ve İişkili Bazı Faktörlerin Belirlenmesi. Sağlık
Bilimleri ve Meslekleri Dergisi, 3(3), 148-159.
- Kingsley, T.L. and Grabner-Hagen, M.M. (2015). Gamification: questing
to integrate content, knowledge, literacy, and 21st-century
learning. Journal of Adolescent & Adult Literacy, Vol. 59 No. 1, pp.
51-61
- Kovach, M. (2018). A review of classical motivation theories: A study
understanding the value of locus of control in Higher Education.
Journal of Interdisciplinary Studies in Education, 7(1), 34-53.
- Leaning, M. (2015). A study of the use of games and gamification to
enhance student engagement, experience, and achievement on a
theory-based course of an undergraduate media degree. Journal
of Media Practice, Vol. 16 No. 2, pp. 155-170
- Lefcourt, H. M. (1976). Locus of Control: Current Trends in Theory and
Research. Lawrence Erlbaum Associates.
- Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’
perception of Kahoot!’s influence on teaching and learning.
Research and Practice in Technology Enhanced Learning, 13(1),
1-23.
- Mazer, J. P. (2012). Development and validation of the student interest
and engagement scales. Communication Methods and Measures,
6(2), 99-125, DOI: 10.1080/19312458.2012.679244.
- Naik, A. R. (2015). A study on locus of control among college students
of Gulbarga City. The International Journal of Indian Psychology,
2(4), 48–54.
- Özerbaş, M. A. (2003). Bilgisayar destekli bağlaşık öğretimin öğrenci
başarısı, motivasyon ve transfer becerilerine etkisi (Doktora tezi).
Ankara Üniversitesi Sosyal Bilimler Enstitüsü, Ankara.
- Peng C. (2021). The Academic Motivation and Engagement of
Students in English as a Foreign Language Classes: Does Teacher
Praise Matter? Frontiers in Psychology, 12, 778174.
- Rizvi D. S. (2022). Health education and global health: Practices,
applications, and future research. Journal of Education and Health
Promotion, 11, 262.
- Rotter, J. B. (1966). Generalized expectancies for internal versus
external control of reinforcement. Psychological Monographs, 80,
1–28.
- Saeed, S., & Zyngier, D. (2012). How motivation influences student
engagement: A qualitative case study. Journal of Education and
Learning, 1(2), 252-267.
- Saraçoğlu, G. (2019). Lise öğrenci ve öğretmenlerinin kahoot
kullanımına ilişkin görüşleri. Akdeniz Eğitim Araştırmaları Dergisi,
13(29).
- Subagja, U., Saputra, A. S., Dwipada, Y. E., Maulana, Y. A., Wang, G., &
Kaburuan, E. R. (2021). Gamification as an effective learning tool
to increase learner motivation and engagement. International
Journal of Advanced Trends in Computer Science and Engineering,
10(5).
- Taştan, R., Özer, C., & Okcu, A. (2019). “Why is the ‘One Health’
Approach Important in terms of Skilled Health Manpower
and Associate-degree Health Professions Education?,” 8th
International Vocational Schools Symposium (UMYOS-2019),
vol.3, Sinop, Turkey, pp.182-193.
- Tella, A., Tella, A., & Adeniyi, O. (2009). Locus of control, interest
in schooling, self-efficacy and academic achievement. Cypriot
Journal of Educational Sciences, 4(3), 168-182.
- Uzun, K., & Karatas, Z. (2020). Predictors of Academic Self Efficacy:
Intolerance of Uncertainty, Positive Beliefs about Worry and
Academic Locus of Control. International Education Studies, 13(6),
104-116.
- Van Gaalen, A. E. J., Brouwer, J., Schönrock-Adema, J., Bouwkamp-
Timmer, T., Jaarsma, A. D. C., & Georgiadis, J. R. (2021). Gamification
of health professions education: A systematic review. Advances in
Health Sciences Education, 26(2), 683-711.
- Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning–A
literature review. Computers & Education, 149, 103818.
- Wardani, A. D., Gunawan, I., Kusumaningrum, D. E., Benty, D. D. N.,
Sumarsono, R. B., Nurabadi, A., & Handayani, L. (2020, November).
Student learning motivation: a conceptual paper. In 2nd Early
Childhood and Primary Childhood Education (ECPE 2020) (pp.
275-278). Atlantis Press.
- Webber, K. L., Krylow, R. B., & Zhang, Q. (2013). Does involvement really
matter? Indicators of college student success and satisfaction.
Journal of College Student Development, 54, 591–611.
- Yıldırım, G., Sökmen, Y., Taş, Y., & Dilekmen, M. (2017). Öğrenci Katılım
Ölçeğinin Türkçeye uyarlanması: Geçerlik ve güvenirlik çalışması.
Trakya Üniversitesi Eğitim Fakültesi Dergisi, 8(1), 68-79.
- Yurt, E. (2022). Türkiye’de akademik motivasyon konusunda yapılan
araştırmaların incelenmesi. Ahmet Keleşoğlu Eğitim Fakültesi
Dergisi, 4(1), 95-112.
- Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The
impact of gamification on learning and instruction: A systematic
review of empirical evidence. Educational Research Review, 30,
100326.
Investigation of the Effect of Game-Based Learning on Student Engagement and Motivation According to Locus of Control
Yıl 2024,
Cilt: 14 Sayı: 3, 420 - 427, 31.12.2024
Müge İçelli Güneş
,
Berna Çağla Balkışlı
,
Hüseyin Özçınar
Öz
The aim of this study is to examine the effect of using Kahoot! application as a gamification method in education on the motivation and
course engagement of students with different academic locus of control. The group of the quasi-experimental study consisting of pre-test
and post-test consisted of 51 physiotherapy students with a mean age of 20.90±3.65. The experimental effect in the study was realized with
exams made with Kahoot! application at the end of each lesson in a 6-week course program. The students’ locus of control perception was dışmeasured
with the Academic Locus of Control Scale, class participation was measured with the Student Participation Scale (SPS), and
motivation levels were measured with the Student Motivation Scale (SMS). According to the Academic Locus of Control Scale, student
SCS and SCS scores were found to be significantly higher in the student groups with high internal locus of control and low external locus
of control (p<0.05). A significant increase was observed in all student groups with high and low intrinsic and extrinsic academic locus of
control after the Kahoot! application (p<0.05). The inclusion of educational games, which facilitate learning by increasing participation
and motivation, in the educational process is considered appropriate and beneficial for student groups with internal and/or external locus
of control.
Kaynakça
- Akın, A. (2007). Akademik Kontrol Odağı Ölçeği: Geçerlik ve güvenirlik
çalışması. Çukurova Üniversitesi Eğitim Fakültesi Dergisi, 34(3),
9-17.
- Alsawaier, R. S. (2018). The effect of gamification on motivation and
engagement. International Journal of Information and Learning
Technology. Emerald Group Publishing Ltd.
- Ansar, M., & George, G. (2023). Gamification in education and ıts
impact on student motivation—a critical review. Emerging IT/ICT
and AI Technologies Affecting Society, 161-170.
- Azzouz Boudadi, N., & Gutiérrez-Colón, M. (2020). Effect of
Gamification on students’ motivation and learning achievement in
Second Language Acquisition within higher education: A literature
review 2011-2019. The EuroCALL Review, 28(1), 40.
- Baydas, O., & Cicek, M. (2019). The examination of the gamification
process in undergraduate education: A scale development study.
Technology, Pedagogy and Education, 28(3), 269-285.
- Bergdahl, N., Fors, U., Hernwall, P., & Knutsson, O. (2018). The use
of learning technologies and student engagement in learning
activities. Nordic Journal of Digital Literacy, 13(2), 113-130.
- Bevins, K. and Howard, C. (2018) ”Game Mechanics and Why They Are
Employed: What We know About Gamification So Far”, Issues and
Trends in Educational, Vol 6, No. 1, 1-21.
- Boekaerts, M. (2016). Engagement as an inherent aspect of the
learning process. Learning and Instruction, 43, 76–83.
- Büyükgöze, H. (2017). Öğretmen adaylarının akademik
sahtekarlıkeğilimlerinde özyeterlik ve akademik kontrolodağının
rolü. Manisa Celal Bayar Üniversitesi Sosyal Bilimler Dergisi, 15 (1)
, 801-823 . DOI: 10.18026/cbayarsos.300038
- Byrne, R. (2013). Free technology for teachers: Kahoot!-create quizzes
and surveys your students can answer on any device. Available at
- Chen, W. et al (Eds).(2017, December).“Go Kahoot.
- Chans, G. M., & Portuguez Castro, M. (2021). Gamification as a strategy
to increase motivation and engagement in higher education
chemistry students. Computers, 10(10), 132.
- Chinedu, O. R., & Nwizuzu, C. B. (2021). Relationship between Locus
of Control and Academic Achievement of Secondary School
Students in Abia State. Journal of Analytical Sciences, Methods
and Instrumentation, 11(02), 15–22.
Collie, R. J., & Martin, A. J. (2019). Motivation and Engagement in
Learning. In Oxford Research Encyclopedia of Education. Oxford
University Press.
- Dellos, R. (2015). Kahoot! A digital game resource for learning.
International Journal of Instructional Technology and Distance
Learning, 12(4), 49–52
- García-López, I. M., Acosta-Gonzaga, E., & Ruiz-Ledesma, E. F. (2023).
Investigating the Impact of Gamification on Student Motivation,
Engagement, and Performance. Education Sciences, 13(8).
- Gokbulut, B. (2020). The effect of Mentimeter and Kahoot applications
on university students’e-learning. World Journal on Educational
Technology: Current Issues, 12(2), 107-116.
- Hopkins, C., Ferrell, O. C., Ferrell, L., Hopkins, K., & Merkle, A. C. (2020).
Self-efficacy, locus of control and engagement as determinants of
grades in a principles of marketing class. Marketing Education
Review, 30(4), 236-251.
- Jayalath, J., & Esichaikul, V. (2020). Gamification to enhance
motivation and engagement in blended eLearning for technical
and vocational education and training. Technology, Knowledge
and Learning, 1-28.
- Kara, F., Güzel, A., & Uçan, S. (2016). Sağlık Yüksekokulu Öğrencilerinin
Kontrol Odağı Algısı ve İişkili Bazı Faktörlerin Belirlenmesi. Sağlık
Bilimleri ve Meslekleri Dergisi, 3(3), 148-159.
- Kingsley, T.L. and Grabner-Hagen, M.M. (2015). Gamification: questing
to integrate content, knowledge, literacy, and 21st-century
learning. Journal of Adolescent & Adult Literacy, Vol. 59 No. 1, pp.
51-61
- Kovach, M. (2018). A review of classical motivation theories: A study
understanding the value of locus of control in Higher Education.
Journal of Interdisciplinary Studies in Education, 7(1), 34-53.
- Leaning, M. (2015). A study of the use of games and gamification to
enhance student engagement, experience, and achievement on a
theory-based course of an undergraduate media degree. Journal
of Media Practice, Vol. 16 No. 2, pp. 155-170
- Lefcourt, H. M. (1976). Locus of Control: Current Trends in Theory and
Research. Lawrence Erlbaum Associates.
- Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’
perception of Kahoot!’s influence on teaching and learning.
Research and Practice in Technology Enhanced Learning, 13(1),
1-23.
- Mazer, J. P. (2012). Development and validation of the student interest
and engagement scales. Communication Methods and Measures,
6(2), 99-125, DOI: 10.1080/19312458.2012.679244.
- Naik, A. R. (2015). A study on locus of control among college students
of Gulbarga City. The International Journal of Indian Psychology,
2(4), 48–54.
- Özerbaş, M. A. (2003). Bilgisayar destekli bağlaşık öğretimin öğrenci
başarısı, motivasyon ve transfer becerilerine etkisi (Doktora tezi).
Ankara Üniversitesi Sosyal Bilimler Enstitüsü, Ankara.
- Peng C. (2021). The Academic Motivation and Engagement of
Students in English as a Foreign Language Classes: Does Teacher
Praise Matter? Frontiers in Psychology, 12, 778174.
- Rizvi D. S. (2022). Health education and global health: Practices,
applications, and future research. Journal of Education and Health
Promotion, 11, 262.
- Rotter, J. B. (1966). Generalized expectancies for internal versus
external control of reinforcement. Psychological Monographs, 80,
1–28.
- Saeed, S., & Zyngier, D. (2012). How motivation influences student
engagement: A qualitative case study. Journal of Education and
Learning, 1(2), 252-267.
- Saraçoğlu, G. (2019). Lise öğrenci ve öğretmenlerinin kahoot
kullanımına ilişkin görüşleri. Akdeniz Eğitim Araştırmaları Dergisi,
13(29).
- Subagja, U., Saputra, A. S., Dwipada, Y. E., Maulana, Y. A., Wang, G., &
Kaburuan, E. R. (2021). Gamification as an effective learning tool
to increase learner motivation and engagement. International
Journal of Advanced Trends in Computer Science and Engineering,
10(5).
- Taştan, R., Özer, C., & Okcu, A. (2019). “Why is the ‘One Health’
Approach Important in terms of Skilled Health Manpower
and Associate-degree Health Professions Education?,” 8th
International Vocational Schools Symposium (UMYOS-2019),
vol.3, Sinop, Turkey, pp.182-193.
- Tella, A., Tella, A., & Adeniyi, O. (2009). Locus of control, interest
in schooling, self-efficacy and academic achievement. Cypriot
Journal of Educational Sciences, 4(3), 168-182.
- Uzun, K., & Karatas, Z. (2020). Predictors of Academic Self Efficacy:
Intolerance of Uncertainty, Positive Beliefs about Worry and
Academic Locus of Control. International Education Studies, 13(6),
104-116.
- Van Gaalen, A. E. J., Brouwer, J., Schönrock-Adema, J., Bouwkamp-
Timmer, T., Jaarsma, A. D. C., & Georgiadis, J. R. (2021). Gamification
of health professions education: A systematic review. Advances in
Health Sciences Education, 26(2), 683-711.
- Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning–A
literature review. Computers & Education, 149, 103818.
- Wardani, A. D., Gunawan, I., Kusumaningrum, D. E., Benty, D. D. N.,
Sumarsono, R. B., Nurabadi, A., & Handayani, L. (2020, November).
Student learning motivation: a conceptual paper. In 2nd Early
Childhood and Primary Childhood Education (ECPE 2020) (pp.
275-278). Atlantis Press.
- Webber, K. L., Krylow, R. B., & Zhang, Q. (2013). Does involvement really
matter? Indicators of college student success and satisfaction.
Journal of College Student Development, 54, 591–611.
- Yıldırım, G., Sökmen, Y., Taş, Y., & Dilekmen, M. (2017). Öğrenci Katılım
Ölçeğinin Türkçeye uyarlanması: Geçerlik ve güvenirlik çalışması.
Trakya Üniversitesi Eğitim Fakültesi Dergisi, 8(1), 68-79.
- Yurt, E. (2022). Türkiye’de akademik motivasyon konusunda yapılan
araştırmaların incelenmesi. Ahmet Keleşoğlu Eğitim Fakültesi
Dergisi, 4(1), 95-112.
- Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The
impact of gamification on learning and instruction: A systematic
review of empirical evidence. Educational Research Review, 30,
100326.