Research Article

The effect of gamification on young mathematics learners’ achievements and attitudes

Volume: 4 Number: 2 May 31, 2021
EN

The effect of gamification on young mathematics learners’ achievements and attitudes

Abstract

This study aims to investigate the effect of gamification on fifth-grade students’ academic achievements and attitudes towards mathematics course. For this purpose, the teaching process of the “fractions” as a subject of the mathematics course is equipped with gamification elements. The quasi-experimental design is preferred as the research design. Achievement test and attitude scale were used as data collection instruments. The participants of the study consisted of fifth-grade students (n = 46). The Pyramidal Design Model was preferred as the gamification design model in this study. Elements of this model were adapted to the class level of participants in this research. As a result of the study, a remarkable statistical difference was observed in the achievement test in favor of the experimental group. However, no major difference was observed in the attitude scale results. This study contains suggestions for the educational use of gamification based on research findings.

Keywords

References

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  4. Berkling, K., & Thomas, C. (2013). Gamification of a software engineering course and a detailed analysis of the factors that lead to its failure. Paper presented at the 2013 International Conference on Interactive Collaborative Learning, 525-530. https://doi.org/10.1109/ICL.2013.6644642
  5. Beyhan, N., & Tural, H. (2007). İlköğretim matematik öğretiminde oyunla öğretimin erişiye etkisi. Dokuz Eylül Üniversitesi Buca Eğitim Fakültesi Dergisi, (21), 37-48. https://dergipark.org.tr/en/pub/deubefd/issue/25430/268316
  6. Bozkurt, A., & Genç-Kumtepe, E. (2014). Oyunlaştırma, Oyun Felsefesi ve Eğitim: Gamification. Akademik Bilişim 2014,5-7 Şubat.
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Details

Primary Language

English

Subjects

Studies on Education

Journal Section

Research Article

Publication Date

May 31, 2021

Submission Date

March 28, 2021

Acceptance Date

May 19, 2021

Published in Issue

Year 2021 Volume: 4 Number: 2

APA
Karamert, Ö., & Kuyumcu Vardar, A. (2021). The effect of gamification on young mathematics learners’ achievements and attitudes. Journal of Educational Technology and Online Learning, 4(2), 96-114. https://doi.org/10.31681/jetol.904704
AMA
1.Karamert Ö, Kuyumcu Vardar A. The effect of gamification on young mathematics learners’ achievements and attitudes. JETOL. 2021;4(2):96-114. doi:10.31681/jetol.904704
Chicago
Karamert, Önder, and Aslıhan Kuyumcu Vardar. 2021. “The Effect of Gamification on Young Mathematics Learners’ Achievements and Attitudes”. Journal of Educational Technology and Online Learning 4 (2): 96-114. https://doi.org/10.31681/jetol.904704.
EndNote
Karamert Ö, Kuyumcu Vardar A (May 1, 2021) The effect of gamification on young mathematics learners’ achievements and attitudes. Journal of Educational Technology and Online Learning 4 2 96–114.
IEEE
[1]Ö. Karamert and A. Kuyumcu Vardar, “The effect of gamification on young mathematics learners’ achievements and attitudes”, JETOL, vol. 4, no. 2, pp. 96–114, May 2021, doi: 10.31681/jetol.904704.
ISNAD
Karamert, Önder - Kuyumcu Vardar, Aslıhan. “The Effect of Gamification on Young Mathematics Learners’ Achievements and Attitudes”. Journal of Educational Technology and Online Learning 4/2 (May 1, 2021): 96-114. https://doi.org/10.31681/jetol.904704.
JAMA
1.Karamert Ö, Kuyumcu Vardar A. The effect of gamification on young mathematics learners’ achievements and attitudes. JETOL. 2021;4:96–114.
MLA
Karamert, Önder, and Aslıhan Kuyumcu Vardar. “The Effect of Gamification on Young Mathematics Learners’ Achievements and Attitudes”. Journal of Educational Technology and Online Learning, vol. 4, no. 2, May 2021, pp. 96-114, doi:10.31681/jetol.904704.
Vancouver
1.Önder Karamert, Aslıhan Kuyumcu Vardar. The effect of gamification on young mathematics learners’ achievements and attitudes. JETOL. 2021 May 1;4(2):96-114. doi:10.31681/jetol.904704

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