An examination of opinions of teacher candidates on a course enriched through gamification

Author:

FİDAN Ayça1,ŞENGEL Erhan2

Affiliation:

1. Distance Education Application and Research Center

2. BURSA ULUDAĞ ÜNİVERSİTESİ

Abstract

Gamification in education is the use of game-based mechanisms, game aesthetics and game thinking to ensure student motivation and engagement, superior learning, and a behavioral change. This study was conducted to investigate the nature of the students’ opinions on gamification and on activities that were carried out to create a rich instructional environment through gamification with Scratch. This study was conducted as a qualitative case study. The sample consisted of 37 students (12 females and 25 males) who took the course during the spring semester. Data were collected from the students by using observation and interview forms. Findings of a content analysis showed that gamification significantly influenced the students’ motivation, participation and achievement. It created an enjoyable educational environment, and consequently, enriched academic achievement. Gamification can be used to transform educational contexts, especially the subjects that are problematic, difficult, and boring for students and avoided by students for due responsibility.

Publisher

Journal of Educational Technology and Online Learning

Subject

General Medicine

Reference42 articles.

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3. Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning, 13(2), 72-93.

4. Brennan, K., Balch, C. & Chung, M. (2014). Creative Computing: Scratch Curriculum Guide. Retrieved from http://scratched.gse.harvard.edu/guide/files/ CreativeComputing20141015.pdf

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Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Gamified lesson plan development with ELT pre-service teachers: A gamified google classroom experience;Journal of Educational Technology and Online Learning;2023-01-31

2. Gamification in Education: A Literature Review;The World of Games: Technologies for Experimenting, Thinking, Learning;2023

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