Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement
Öz
Anahtar Kelimeler
Gamification, gamification-enriched hybrid methods, information literacy, student achievement
Kaynakça
- Alsadoon, E., Alkhawajah, A. and Suhaim, A.B. (2022), Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction. Heliyon, 8(8), e10249, https://doi.org/10.1016/j.heliyon.2022.e10249
- Adams, W.C. (2015). Conducting Semi-structured interviews. K.E. Newcomer, H. P. Hatry, J. S. Wholey (Eds.). In Handbook of practical program evaluation (pp. 492-505). Wiley.
- Banfield, J., & Wilkerson, B. (2014). Increasing student intrinsic motivation and self- gamification pedagogy. Contemporary Issues in Education Research, 7(4), 291-298. https://doi.org/10.19030/cier.v7i4.8843
- Boskic, N., & Hu, S. (2015). Gamification in higher education: how we changed roles. European Conference on Games Based Learning, (pp. 741-748). AcademicConferences and Publishing International Limited.
- Bossavit, B., & Parsons, S. (2018). Outcomes for design and learning when teenagers with autism codesign a serious game: A pilot study. Journal of Computer Assisted Learning, 34(3), 293–305. https://doi.org/10.1111/jcal.12242
- Bowers, B., Cohen, L.W., Elliot, A.E., Grabowski, D.C., Fishman, N.W., Sharkey, S.S., Zimmerman, S., Horn, S.D., & Kemper, P. (2013). Creating and Supporting a MixedHealthServices Research Team. Health Services Research. 48(6), 2157-2180. https://doi.org/10.1111/1475-6773.12118
- Cahyani, A. D. (2016). Gamification approach to enhance students’ engagement in studying a language course. In MATEC Web of Conferences, 58, BISSTECH 2015 (s.3-8) . Retrieval address: https://www.growkudos.com/publications/10.1051%25252Fmatecconf%25252F20165803006/reader
- Camacho-Sánchez, R.; Manzano-León, A.; Rodríguez-Ferrer, J.M.; Serna, J., & Lavega-Burgués , P. (2023). Game-based learning and gamification in physical education: A systematic review. Education Sciences, 13(2), 183. https://doi.org/10.3390/educsci13020183
- Castro Lopes, F., & Fernandes, S. (2024). The use of gamification for learning SCRUM: Findings from a case study with information systems students. Trends in higher education, 3(2), 245-246. https://doi.org/10.3390/higheredu3020014
- Christians, G. (2018). The origins and future of gamification [Senior Theses]. University of South Carolina. Retrieval address: https://scholarcommons.sc.edu/senior_theses/254
