Araştırma Makalesi
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An Investigation of Pre-School and Primary School Teachers' Views on Gamification, Intrinsic Motivation, and Learning in Education

Yıl 2026, Cilt: 34 Sayı: 2 , 364 - 382 , 30.04.2026
https://doi.org/10.24106/kefdergi.1939386
https://izlik.org/JA95LT46GP

Öz

This qualitative study aimed to examine and compare pre-school and primary school teachers’ views on gamification in education, with a particular focus on intrinsic motivation and learning-related developmental outcomes. The study was designed as a multiple-case study and involved 30 teachers working in public schools in the central district of Çanakkale, Türkiye, including 15 pre-school teachers and 15 primary school teachers. Participants were selected through purposive sampling using typical case and maximum variation strategies. Data were collected through semi-structured face-to-face interviews conducted between February and April 2025. The interview data were analyzed using descriptive analysis and qualitative content analysis. The findings showed that teachers viewed gamification not merely as a tool for entertainment, but as a pedagogical approach that supports students’ motivation, engagement, attention, self-confidence, and social interaction. Quest cards, badges, leaderboards, storytelling, and dramatization were among the most frequently mentioned practices. Teachers reported that gamification increased students’ intrinsic motivation by enhancing willingness to participate, sustaining interest in activities, and making learning more enjoyable and memorable. The findings also revealed developmental differences between educational levels. Pre-school teachers emphasized sensory, movement-based, and dramatization-oriented applications, whereas primary school teachers highlighted more structured, task-based, and digitally supported practices. In addition, teachers stressed the importance of pedagogical alignment, technological infrastructure, material support, and practical teacher training for the effective implementation of gamification. Overall, the study suggests that gamification can be an effective and developmentally appropriate educational strategy when it is aligned with learning objectives and adapted to students’ age-related needs. The study offers comparative qualitative evidence that may inform teachers, curriculum developers, and policymakers in designing more effective gamified learning environments.

Kaynakça

  • Alenezi, A. (2023). Teacher perspectives on AI-driven gamification: Impact on student motivation, engagement, and learning outcomes. Informacijni Tehnologìì Ì Zasobi Navčannâ, 97(5). https://doi.org/10.33407/itlt.v97i5.5437
  • Arslan, N., Bozan, M. A., & Ayar, M. C. (2023). Sınıf öğretmenlerinin eğitimde oyunlaştırmaya ilişkin görüşleri [Classroom teachers’ views on gamification in education]. Harran Maarif Dergisi, 8(2), 144–164. https://doi.org/10.22596/hej.1374952
  • Başalev-Acar, S., & Bedel, E. F. (2024). Okul öncesi öğretmenlerinin dijital teknolojileri eğitsel amaçla kullanımı: Dokümantasyon, değerlendirme, veli katılımı ve iletişimi [Preschool teachers’educational use of digital Technologies: Documentation, assessment, parent involvement and communication]. İstanbul Aydın Üniversitesi Eğitim Fakültesi Dergisi, 10(2), 117–151. https://izlik.org/JA62GD87GH
  • Batlle, J., & González, V. (2023). Foreign language teachers’ perceptions after gamified classroom practice. Colombian
  • Applied Linguistics Journal, 25(1), 80–94. https://doi.org/10.14483/22487085.18921
  • Büyüköztürk, Ş. (2012). Bilimsel araştırma yöntemleri [Scientific research methods]. Pegem Akademi.
  • Civelek Bayraktar, Ö., & Öz, C. (2024). Çocukların matematik, dil ve görsel algı becerilerinin geliştirilmesinde oyunlaştırmanın etkisinin araştırılması [Investigating the effect of gamification on the development of children’s mathematical, language, and visual perception skills]. GSI Journals Serie C: Advancements in Information Sciences and Technologies (AIST), 7(1), 16–39. https://izlik.org/JA46UW55RE
  • Creswell, J. W. (2012). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (4th ed.). Pearson.
  • Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627–668. https://doi.org/10.1037/0033-2909.125.6.627
  • Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2023). Using gamification to support learning in K-12 education: A systematic literature review. British Journal of Educational Technology. https://doi.org/10.1111/bjet.13335
  • Deringöl, Y., & Değirmenci, M. (2024). İlkokul öğrencilerine göre oyunla matematik öğretimi [Teaching mathematics through games from the perspective of primary school students]. Uluslararası İnsan Çalışmaları Dergisi, 8(15), 10–20. https://doi.org/10.35235/uicd.1259839
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9–15). ACM. https://doi.org/10.1145/2181037.2181040
  • Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. https://doi.org/10.1016/j.compedu.2012.12.020
  • Eren, S. (2025). Eğitimde oyunlaştırmanın temel unsurları ve öğrenme [Basic elements of gamification in education and learning]. In O. Şentürk & R. Aydemir (Ed.), Dijital oyunlar ve toplum [Digital games and society] (pp. 212–238). Duvar Yayınları.
  • Ergül, E., & Erşen, Z. B. (2023). İlkokul matematik eğitimi oyunlaştırılmalı mı oyunlaştırılmamalı mı? (Sınıf öğretmenlerinin görüşleri) [Should primary school mathematics education be gamified or not? (Views of classroom teachers)]. Türk Eğitim Bilimleri Dergisi, 21(1), 49–77. https://doi.org/10.37217/tebd.1173722
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? — A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE. https://doi.org/10.1109/HICSS.2014.377
  • Hanus, M. D. & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019
  • Helvich, J., Novak, L., Mikoška, P., & Hubálovský, Š. (2023). A systematic review of gamification and its assessment in EFL teaching. International Journal of Computer-Assisted Language Learning and Teaching, 13(1), 1–18. https://doi.org/10.4018/ijcallt.322394
  • Kallio, H., Pietilä, A.-M., Johnson, M., & Kangasniemi, M. (2016). Systematic methodological review: Developing a framework for a qualitative semi-structured interview guide. Journal of Advanced Nursing, 72(12), 2954–2965. https://doi.org/10.1111/jan.13031
  • Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.
  • Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, 10(10). https://doi.org/10.1186/s40561-023-00227-z
  • Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. Internation Journal of Information Management, 45, 191-210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013
  • Kubota, K., Auxier, J., Aslan, F., Joronen, K., et al. (2024). Gamified interventions for promoting the psychosocial well-being of school-aged children: A scoping review. Games for Health Journal. 13(4):234-244. https://doi.org/10.1089/g4h.2023.0115
  • Kuo, Y.-C., Hwang, G.-J., & Lee, C.-Y. (2016). A hybrid approach to promoting students’ learning motivation and performance in an online learning environment. Interactive Learning Environments, 24(8), 1719–1732. https://doi.org/10.1080/10494820.2015.1041405
  • Li, X., & Chu, S. K. W. (2021). Exploring the effects of gamification pedagogy on children’s reading. British Journal of Educational Technology,52(1),160-178. https://doi.org/10.1111/bjet.13057
  • Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Sage.
  • Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., & Maher, C. (2017). Does gamification increase engagement with online programs? A systematic review. PloS One, 12(3), e0173403. https://doi.org/10.1371/journal.pone.0173403
  • Mao, J., & Lucas, T. (2025). Gamification elements and their impacts on education: A review. Multidisciplinary Reviews, 8(5), e2025155. https://doi.org/10.31893/multirev.2025155
  • Mårell-Olsson, E. (2022). Teachers' perception of gamification as a teaching design. IxD&A Journal, 52, 77–92. https://doi.org/10.55612/s-5002-053-004
  • Mayring, P. (2014). Qualitative content analysis: theoretical foundation, basic procedures and software solution. Klagenfurt.
  • Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook (2nd ed.). Sage.
  • Önal, Ş., & Çeltek, M. (2023). Oyun temelli öğrenme uygulamalarının fen bilimleri dersinde 5. sınıf öğrencileri üzerindeki etkisi [The effect of game-based learning practices on fifth-grade students in science course]. Turkish Research in Education, 13(2), 786–816. https://doi.org/10.24315/tred.1067048
  • Patton, M. Q. (2002). Qualitative research & evaluation methods (3rd ed.). Sage.
  • Rachels, J. R., & Rockinson-Szapkiw, A. J. (2018). The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy. Computer Assisted Language Learning, 31(1-2), 72-89. https://doi.org/10.1080/09588221.2017.1382536
  • Rahmawati, L. (2024). Gamifikasi Nilai-Nilai Tauhid untuk Pendidikan Anak Usia Dini (PAUD). Jurnal Teknologi Pembelajaran. 1(2). https://oj.mjukn.org/index.php/jtp
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Eğitimde Oyunlaştırma, İç Motivasyon ve Öğrenmeye Dair Okul Öncesi ve Sınıf Öğretmenlerinin Görüşlerinin İncelenmesi

Yıl 2026, Cilt: 34 Sayı: 2 , 364 - 382 , 30.04.2026
https://doi.org/10.24106/kefdergi.1939386
https://izlik.org/JA95LT46GP

Öz

Bu nitel araştırma, eğitimde oyunlaştırmaya ilişkin okul öncesi ve sınıf öğretmenlerinin görüşlerini, özellikle iç motivasyon ve öğrenmeyle ilişkili gelişimsel çıktılar bağlamında incelemeyi ve karşılaştırmayı amaçlamıştır. Araştırma, çoklu durum çalışması deseninde tasarlanmış ve Çanakkale ili merkez ilçesindeki devlet okullarında görev yapan 15 okul öncesi öğretmeni ile 15 sınıf öğretmeni olmak üzere toplam 30 öğretmenle yürütülmüştür. Katılımcılar, tipik durum örneklemesi ve maksimum çeşitlilik örneklemesi kullanılarak amaçlı örnekleme yoluyla seçilmiştir. Veriler, Şubat–Nisan 2025 tarihleri arasında gerçekleştirilen yarı yapılandırılmış yüz yüze görüşmeler aracılığıyla toplanmıştır. Görüşme verileri betimsel analiz ve nitel içerik analizi ile çözümlenmiştir. Bulgular, öğretmenlerin oyunlaştırmayı yalnızca eğlence sağlayan bir araç olarak değil, öğrencilerin motivasyonunu, derse katılımını, dikkatini, öz güvenini ve sosyal etkileşimini destekleyen pedagojik bir yaklaşım olarak gördüklerini göstermiştir. Görev kartları, rozetler, liderlik tabloları, hikâyeleştirme ve drama en sık belirtilen uygulamalar arasında yer almıştır. Öğretmenler, oyunlaştırmanın öğrencilerin derse katılma isteğini artırarak, etkinliklere olan ilgiyi sürdürerek ve öğrenmeyi daha eğlenceli ve kalıcı hâle getirerek iç motivasyonu güçlendirdiğini ifade etmiştir. Bulgular ayrıca eğitim kademelerine göre gelişimsel farklılıklar olduğunu ortaya koymuştur. Okul öncesi öğretmenleri duyusal, hareket temelli ve drama odaklı uygulamaları vurgularken, sınıf öğretmenleri daha yapılandırılmış, görev temelli ve dijital olarak desteklenen uygulamalara dikkat çekmiştir. Ayrıca öğretmenler, oyunlaştırmanın etkili biçimde uygulanabilmesi için pedagojik uyumun, teknolojik altyapının, materyal desteğinin ve uygulamaya dönük öğretmen eğitiminin önemini vurgulamıştır. Genel olarak araştırma, oyunlaştırmanın öğrenme hedefleriyle uyumlu ve öğrencilerin yaşa bağlı gereksinimlerine uygun biçimde düzenlendiğinde etkili ve gelişimsel olarak uygun bir eğitim stratejisi olabileceğini göstermektedir. Bu çalışma, daha etkili oyunlaştırılmış öğrenme ortamlarının tasarlanmasına yönelik olarak öğretmenlere, program geliştiricilere ve politika yapıcılara katkı sunabilecek karşılaştırmalı nitel bulgular ortaya koymaktadır.

Kaynakça

  • Alenezi, A. (2023). Teacher perspectives on AI-driven gamification: Impact on student motivation, engagement, and learning outcomes. Informacijni Tehnologìì Ì Zasobi Navčannâ, 97(5). https://doi.org/10.33407/itlt.v97i5.5437
  • Arslan, N., Bozan, M. A., & Ayar, M. C. (2023). Sınıf öğretmenlerinin eğitimde oyunlaştırmaya ilişkin görüşleri [Classroom teachers’ views on gamification in education]. Harran Maarif Dergisi, 8(2), 144–164. https://doi.org/10.22596/hej.1374952
  • Başalev-Acar, S., & Bedel, E. F. (2024). Okul öncesi öğretmenlerinin dijital teknolojileri eğitsel amaçla kullanımı: Dokümantasyon, değerlendirme, veli katılımı ve iletişimi [Preschool teachers’educational use of digital Technologies: Documentation, assessment, parent involvement and communication]. İstanbul Aydın Üniversitesi Eğitim Fakültesi Dergisi, 10(2), 117–151. https://izlik.org/JA62GD87GH
  • Batlle, J., & González, V. (2023). Foreign language teachers’ perceptions after gamified classroom practice. Colombian
  • Applied Linguistics Journal, 25(1), 80–94. https://doi.org/10.14483/22487085.18921
  • Büyüköztürk, Ş. (2012). Bilimsel araştırma yöntemleri [Scientific research methods]. Pegem Akademi.
  • Civelek Bayraktar, Ö., & Öz, C. (2024). Çocukların matematik, dil ve görsel algı becerilerinin geliştirilmesinde oyunlaştırmanın etkisinin araştırılması [Investigating the effect of gamification on the development of children’s mathematical, language, and visual perception skills]. GSI Journals Serie C: Advancements in Information Sciences and Technologies (AIST), 7(1), 16–39. https://izlik.org/JA46UW55RE
  • Creswell, J. W. (2012). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (4th ed.). Pearson.
  • Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627–668. https://doi.org/10.1037/0033-2909.125.6.627
  • Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2023). Using gamification to support learning in K-12 education: A systematic literature review. British Journal of Educational Technology. https://doi.org/10.1111/bjet.13335
  • Deringöl, Y., & Değirmenci, M. (2024). İlkokul öğrencilerine göre oyunla matematik öğretimi [Teaching mathematics through games from the perspective of primary school students]. Uluslararası İnsan Çalışmaları Dergisi, 8(15), 10–20. https://doi.org/10.35235/uicd.1259839
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9–15). ACM. https://doi.org/10.1145/2181037.2181040
  • Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. https://doi.org/10.1016/j.compedu.2012.12.020
  • Eren, S. (2025). Eğitimde oyunlaştırmanın temel unsurları ve öğrenme [Basic elements of gamification in education and learning]. In O. Şentürk & R. Aydemir (Ed.), Dijital oyunlar ve toplum [Digital games and society] (pp. 212–238). Duvar Yayınları.
  • Ergül, E., & Erşen, Z. B. (2023). İlkokul matematik eğitimi oyunlaştırılmalı mı oyunlaştırılmamalı mı? (Sınıf öğretmenlerinin görüşleri) [Should primary school mathematics education be gamified or not? (Views of classroom teachers)]. Türk Eğitim Bilimleri Dergisi, 21(1), 49–77. https://doi.org/10.37217/tebd.1173722
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? — A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE. https://doi.org/10.1109/HICSS.2014.377
  • Hanus, M. D. & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019
  • Helvich, J., Novak, L., Mikoška, P., & Hubálovský, Š. (2023). A systematic review of gamification and its assessment in EFL teaching. International Journal of Computer-Assisted Language Learning and Teaching, 13(1), 1–18. https://doi.org/10.4018/ijcallt.322394
  • Kallio, H., Pietilä, A.-M., Johnson, M., & Kangasniemi, M. (2016). Systematic methodological review: Developing a framework for a qualitative semi-structured interview guide. Journal of Advanced Nursing, 72(12), 2954–2965. https://doi.org/10.1111/jan.13031
  • Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.
  • Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, 10(10). https://doi.org/10.1186/s40561-023-00227-z
  • Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. Internation Journal of Information Management, 45, 191-210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013
  • Kubota, K., Auxier, J., Aslan, F., Joronen, K., et al. (2024). Gamified interventions for promoting the psychosocial well-being of school-aged children: A scoping review. Games for Health Journal. 13(4):234-244. https://doi.org/10.1089/g4h.2023.0115
  • Kuo, Y.-C., Hwang, G.-J., & Lee, C.-Y. (2016). A hybrid approach to promoting students’ learning motivation and performance in an online learning environment. Interactive Learning Environments, 24(8), 1719–1732. https://doi.org/10.1080/10494820.2015.1041405
  • Li, X., & Chu, S. K. W. (2021). Exploring the effects of gamification pedagogy on children’s reading. British Journal of Educational Technology,52(1),160-178. https://doi.org/10.1111/bjet.13057
  • Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Sage.
  • Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., & Maher, C. (2017). Does gamification increase engagement with online programs? A systematic review. PloS One, 12(3), e0173403. https://doi.org/10.1371/journal.pone.0173403
  • Mao, J., & Lucas, T. (2025). Gamification elements and their impacts on education: A review. Multidisciplinary Reviews, 8(5), e2025155. https://doi.org/10.31893/multirev.2025155
  • Mårell-Olsson, E. (2022). Teachers' perception of gamification as a teaching design. IxD&A Journal, 52, 77–92. https://doi.org/10.55612/s-5002-053-004
  • Mayring, P. (2014). Qualitative content analysis: theoretical foundation, basic procedures and software solution. Klagenfurt.
  • Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook (2nd ed.). Sage.
  • Önal, Ş., & Çeltek, M. (2023). Oyun temelli öğrenme uygulamalarının fen bilimleri dersinde 5. sınıf öğrencileri üzerindeki etkisi [The effect of game-based learning practices on fifth-grade students in science course]. Turkish Research in Education, 13(2), 786–816. https://doi.org/10.24315/tred.1067048
  • Patton, M. Q. (2002). Qualitative research & evaluation methods (3rd ed.). Sage.
  • Rachels, J. R., & Rockinson-Szapkiw, A. J. (2018). The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy. Computer Assisted Language Learning, 31(1-2), 72-89. https://doi.org/10.1080/09588221.2017.1382536
  • Rahmawati, L. (2024). Gamifikasi Nilai-Nilai Tauhid untuk Pendidikan Anak Usia Dini (PAUD). Jurnal Teknologi Pembelajaran. 1(2). https://oj.mjukn.org/index.php/jtp
  • Romero Rodrigo, M., & López Marí, M. (2021). Luces, sombras y retos del profesorado entorno a la gamificación apoyada en TIC: Un estudio con maestros en formación. Revista Electrónica Interuniversitaria de Formación del Profesorado, 24(1), 151–164. https://doi.org/10.6018/REIFOP.470991
  • Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68
  • Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in human behavior, 69, 371-380. https://doi.org/10.1016/j.chb.2016.12.033
  • Schreier, M. (2012). Qualitative content analysis in practice. SAGE.
  • Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w
  • Stake, R. E. (1995). The art of case study research. Sage.
  • Tong, A., Sainsbury, P., & Craig, J. (2007). Consolidated criteria for reporting qualitative research (COREQ): A 32-item checklist for interviews and focus groups. International Journal for Quality in Health Care, 19(6), 349–357. https://doi.org/10.1093/intqhc/mzm042
  • Vázquez-Cano, E., Quicios-García, M., Fombona, J., & Rodríguez Arce, J. (2023). Latent factors on the design and adoption of gamified apps in primary education. Education and Information Technologies, 28, 5531–5552. https://doi.org/10.1007/s10639-023-11797-3
  • Vrcelj, A., Hoić-Božić, N., & Holenko Dlab, M. (2023). Attitudes of secondary school teachers towards gamification. The Eurasia Proceedings of Educational & Social Sciences, 35, 1–8. https://doi.org/10.55549/epess.1381514
  • Wahab, S. K. (2025). Impact of Gamified Learning Tools on Primary School Pupils’ Mathematics Engagement and Achievement in Federal Capital Territory Abuja, Nigeria. Zuba Journal of Early Childhood and Primary Education Studies (ZJECPES), 1(1), 74-82.
  • Weisberg, D. S., Hirsh‐Pasek, K., & Golinkoff, R. M. (2013). Guided play: Where curricular goals meet a playful pedagogy. Mind, Brain, and Education, 7(2), 104-112.
  • Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
  • Xu, H., & Sukavatee, P. (2025). Exploring Chinese elementary teachers’ perceptions and implementations of gamification in online EFL classrooms. English Language Teaching, 18(1), 35–48. https://doi.org/10.5539/elt.v18n1p35
  • Yaşar, H., Kıyıcı, M., & Karataş, A. (2020). The views and adoption levels of primary school teachers on gamification, problems and possible solutions. Participatory Educational Research, 7(3), 265–279. http://dx.doi.org/10.17275/per.20.46.7.3
  • Yıldırım, A., & Şimşek, H. (2018). Sosyal bilimlerde nitel araştırma yöntemleri [Qualitative research methods in the social sciences] (11th ed.). Seçkin Yayıncılık.
  • Yılmaz, E. A. (2022). Oyunlaştırma: Herkes İçin Oyunlaştırma [Gamification: Gamification for everyone]. Abaküs.
  • 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. https://doi.org/10.1016/j.edurev.2020.100326
  • Zeybek, N., & Saygı, E. (2024). Gamification in education: Why, where, when, and how? —A systematic review. Games and Culture, 19(2), 237-264. https://doi.org/10.1177/15554120231158625
Toplam 53 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Okul Öncesi Eğitim, Sınıf Eğitimi
Bölüm Araştırma Makalesi
Yazarlar

Merve Şahin Bu kişi benim 0000-0001-9394-9511

Saliha Eren 0000-0003-0650-8537

Gönderilme Tarihi 26 Aralık 2025
Kabul Tarihi 14 Nisan 2026
Yayımlanma Tarihi 30 Nisan 2026
DOI https://doi.org/10.24106/kefdergi.1939386
IZ https://izlik.org/JA95LT46GP
Yayımlandığı Sayı Yıl 2026 Cilt: 34 Sayı: 2

Kaynak Göster

APA Şahin, M., & Eren, S. (2026). An Investigation of Pre-School and Primary School Teachers’ Views on Gamification, Intrinsic Motivation, and Learning in Education. Kastamonu Education Journal, 34(2), 364-382. https://doi.org/10.24106/kefdergi.1939386

Kastamonu Eğitim Dergisi, Creative Commons Atıf 4.0 Uluslararası Lisansı (CC BY) ile lisanslanmıştır.

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