The Views of University Students on Gamification Enhanced Online Learning Experiences

Yükleniyor...
Küçük Resim

Tarih

Dergi Başlığı

Dergi ISSN

Cilt Başlığı

Yayıncı

Erişim Hakkı

info:eu-repo/semantics/openAccess

Özet

The aim of this study is to examine the opinions of students who have agamification-enhanced online learning experiences to find clues about the design ofonline learning environments based on gamification. For this purpose, the opinionsof students who took courses through gamification-enhanced online learning foreight weeks were examined through the case study method. The participantsconsisted of 12 students, who voluntarily and consented to participate in the study,from 36 students who took the Educational Films course at the Sakarya UniversityFaculty of Education in the fall semester 2019-2020. The interview form created bythe researchers was used as a data collection tool. The results of the study showedthat according to the students, the learning process was efficient with this methodand they used the online learning system without any technical problems. Studentsstated that learning in this way provides a comfortable learning experience thatprovides flexibility in learning and it seems that they have a positive attitudetowards gamification. As some of the important results of the research in terms ofinstructional design, points, restricting access and curiosity have increased thenumber of entries into the system. Moreover, the discussion platform contributes tomotivation and the leader board contributes to the course success

Açıklama

Anahtar Kelimeler

Bilgisayar Bilimleri, Yazılım Mühendisliği, Eğitim, Eğitim Araştırmaları, Bilgisayar Bilimleri, Bilgi Sistemleri

Kaynak

Sakarya University Journal of Education

WoS Q Değeri

Scopus Q Değeri

Cilt

11

Sayı

1

Künye

Onay

İnceleme

Ekleyen

Referans Veren