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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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
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