Araştırma Makalesi

Students’ Opinions Toward Game Elements Used in Gamification Application

Cilt: 9 Sayı: 2 30 Nisan 2018
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Students’ Opinions Toward Game Elements Used in Gamification Application

Öz

Gamification is defined as the use of game elements in non-game contexts. The use of gamification in education is stated as the successful integration of the course contents to increase the students’ motivation, performance, and attitudes towards the course. However, when gamification is integrated into education, it may result in unexpected outcomes. The aim of study in this context is to examine the students' views towards game elements used in gamification application. Therefore, 12 students’ view from 2nd, 3rd, 4th, 5th, 6th, and 7TH grades were collected to analyze in categories of game elements such as an avatar, feedback/reinforcers/points/reward, leaderboard, use, and announcements-notifications. Qualitative research methods were used to analyze the views from the semi-structured interviews. The findings were evaluated and interpreted in terms of the motivation of students and game elements (points, leaderboard, announcements-notifications, avatar). 

Anahtar Kelimeler

Kaynakça

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  6. Bayrak, F. ve Koçak Usluel, Y. ( 2011). Günlük uygulamasının yansıtıcı düşünme becerisi üzerine etkisi. Hacettepe Üniversitesi, Eğitim Fakültesi Dergisi. 40, 93-114.
  7. Bogdan, R. C., & Biklen, S. K. (1998). Qualitative research for education: An introduction to theory and methods (3rd ed.). Boston: Allyn and Bacon.
  8. Chu, S.K., Chan, C.K. ve Tiwari, A.F. (2012). Using blogs to support learning during internship. Computers & Education, 58(3), 989-1000.

Ayrıntılar

Birincil Dil

İngilizce

Konular

-

Bölüm

Araştırma Makalesi

Yazarlar

Yasemin Mert *
BAHÇEŞEHİR ÜNİVERSİTESİ
Türkiye

Yavuz Samur * Bu kişi benim
BAHÇEŞEHİR ÜNİVERSİTESİ
Türkiye

Yayımlanma Tarihi

30 Nisan 2018

Gönderilme Tarihi

9 Aralık 2017

Kabul Tarihi

30 Nisan 2018

Yayımlandığı Sayı

Yıl 2018 Cilt: 9 Sayı: 2

Kaynak Göster

APA
Mert, Y., & Samur, Y. (2018). Students’ Opinions Toward Game Elements Used in Gamification Application. Turkish Online Journal of Qualitative Inquiry, 9(2), 70-101. https://doi.org/10.17569/tojqi.364130
AMA
1.Mert Y, Samur Y. Students’ Opinions Toward Game Elements Used in Gamification Application. TOJQI. 2018;9(2):70-101. doi:10.17569/tojqi.364130
Chicago
Mert, Yasemin, ve Yavuz Samur. 2018. “Students’ Opinions Toward Game Elements Used in Gamification Application”. Turkish Online Journal of Qualitative Inquiry 9 (2): 70-101. https://doi.org/10.17569/tojqi.364130.
EndNote
Mert Y, Samur Y (01 Nisan 2018) Students’ Opinions Toward Game Elements Used in Gamification Application. Turkish Online Journal of Qualitative Inquiry 9 2 70–101.
IEEE
[1]Y. Mert ve Y. Samur, “Students’ Opinions Toward Game Elements Used in Gamification Application”, TOJQI, c. 9, sy 2, ss. 70–101, Nis. 2018, doi: 10.17569/tojqi.364130.
ISNAD
Mert, Yasemin - Samur, Yavuz. “Students’ Opinions Toward Game Elements Used in Gamification Application”. Turkish Online Journal of Qualitative Inquiry 9/2 (01 Nisan 2018): 70-101. https://doi.org/10.17569/tojqi.364130.
JAMA
1.Mert Y, Samur Y. Students’ Opinions Toward Game Elements Used in Gamification Application. TOJQI. 2018;9:70–101.
MLA
Mert, Yasemin, ve Yavuz Samur. “Students’ Opinions Toward Game Elements Used in Gamification Application”. Turkish Online Journal of Qualitative Inquiry, c. 9, sy 2, Nisan 2018, ss. 70-101, doi:10.17569/tojqi.364130.
Vancouver
1.Yasemin Mert, Yavuz Samur. Students’ Opinions Toward Game Elements Used in Gamification Application. TOJQI. 01 Nisan 2018;9(2):70-101. doi:10.17569/tojqi.364130

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