Effectiveness of Gamification Elements in Blended Learning Environments
The purpose of this study was to determine the effectiveness of blended learning environments enriched with the use of gamification elements. The study was carried out using the convergent parallel mixed design, in which the qualitative and quantitative data were integrated. The study was conducted...
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Veröffentlicht in: | The Turkish online journal of distance education TOJDE 2019-07, Vol.20 (3), p.119-142 |
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creator | MESE, Can DURSUN, Ozcan Ozgur |
description | The purpose of this study was to determine the effectiveness of blended learning environments enriched with the use of gamification elements. The study was carried out using the convergent parallel mixed design, in which the qualitative and quantitative data were integrated. The study was conducted with 63 participants who were randomly divided into control and experimental groups. In the experimental group, the activities were enriched in the environment by using the gamification elements but not in the control group. The data were collected by Community of Inquiry data collection tool, academic achievement test, Instructional Materials Motivation Survey, experience activity, and interviews. According to the results, no difference was observed between the groups in terms of community of inquiry model, academic achivement, motivation. These findings are supported by qualitative data. According the findings, it could be stated that learning occurred in the form of latent learning in the experimental group. |
doi_str_mv | 10.17718/tojde.601914 |
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The study was carried out using the convergent parallel mixed design, in which the qualitative and quantitative data were integrated. The study was conducted with 63 participants who were randomly divided into control and experimental groups. In the experimental group, the activities were enriched in the environment by using the gamification elements but not in the control group. The data were collected by Community of Inquiry data collection tool, academic achievement test, Instructional Materials Motivation Survey, experience activity, and interviews. According to the results, no difference was observed between the groups in terms of community of inquiry model, academic achivement, motivation. These findings are supported by qualitative data. 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According the findings, it could be stated that learning occurred in the form of latent learning in the experimental group.</description><subject>Academic Achievement</subject><subject>Blended Learning</subject><subject>College Freshmen</subject><subject>Communities of Practice</subject><subject>Educational Technology</subject><subject>Foreign Countries</subject><subject>Games</subject><subject>Inquiry</subject><subject>Instructional Effectiveness</subject><subject>Problem Solving</subject><subject>Student Motivation</subject><subject>Teaching Methods</subject><subject>Technology Uses in Education</subject><subject>Web Based Instruction</subject><issn>1302-6488</issn><issn>1302-6488</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2019</creationdate><recordtype>article</recordtype><sourceid>GA5</sourceid><recordid>eNpNkMFKxDAURYMoOI4uXQr5gY55SdMmSx1qVQpudF3S9EUytKkkZcC_d2hFXN0H9_C4HEJuge2gLEHdz9Ohx13BQEN-RjYgGM-KXKnzf_cluUrpwBgXIpcbUlfOoZ39EQOmRCdHazN6562Z_RRoNeCIYU7UB_o4YOixpw2aGHz4pFU4-jiFBbgmF84MCW9-c0s-nqr3_XPWvNUv-4cms1yrOesLrSQayVVXatSiMIYB60vOSqVPi6AEaVF2Ek8U75jsnDRMd4I7zrjlYkvu1r8YvW2_oh9N_G6rV-Ac8kKd-mztbZxSiuj-GGDtYqldLLWrJfEDVJpaQg</recordid><startdate>20190701</startdate><enddate>20190701</enddate><creator>MESE, Can</creator><creator>DURSUN, Ozcan Ozgur</creator><general>Anadolu University</general><scope>AAYXX</scope><scope>CITATION</scope><scope>ERI</scope><scope>GA5</scope><orcidid>https://orcid.org/0000-0002-9759-7055</orcidid><orcidid>https://orcid.org/0000-0002-5866-5748</orcidid></search><sort><creationdate>20190701</creationdate><title>Effectiveness of Gamification Elements in Blended Learning Environments</title><author>MESE, Can ; DURSUN, Ozcan Ozgur</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c298t-d6985ea528b79e936aa010d7207893341715ce5b5e5ea2b05bf5a09b32f202c23</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2019</creationdate><topic>Academic Achievement</topic><topic>Blended Learning</topic><topic>College Freshmen</topic><topic>Communities of Practice</topic><topic>Educational Technology</topic><topic>Foreign Countries</topic><topic>Games</topic><topic>Inquiry</topic><topic>Instructional Effectiveness</topic><topic>Problem Solving</topic><topic>Student Motivation</topic><topic>Teaching Methods</topic><topic>Technology Uses in Education</topic><topic>Web Based Instruction</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>MESE, Can</creatorcontrib><creatorcontrib>DURSUN, Ozcan Ozgur</creatorcontrib><collection>CrossRef</collection><collection>ERIC</collection><collection>ERIC - Full Text Only (Discovery)</collection><jtitle>The Turkish online journal of distance education TOJDE</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>MESE, Can</au><au>DURSUN, Ozcan Ozgur</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1221468</ericid><atitle>Effectiveness of Gamification Elements in Blended Learning Environments</atitle><jtitle>The Turkish online journal of distance education TOJDE</jtitle><date>2019-07-01</date><risdate>2019</risdate><volume>20</volume><issue>3</issue><spage>119</spage><epage>142</epage><pages>119-142</pages><issn>1302-6488</issn><eissn>1302-6488</eissn><abstract>The purpose of this study was to determine the effectiveness of blended learning environments enriched with the use of gamification elements. 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source | ERIC - Full Text Only (Discovery); Elektronische Zeitschriftenbibliothek - Frei zugängliche E-Journals; EBSCOhost Education Source; Free Full-Text Journals in Chemistry |
subjects | Academic Achievement Blended Learning College Freshmen Communities of Practice Educational Technology Foreign Countries Games Inquiry Instructional Effectiveness Problem Solving Student Motivation Teaching Methods Technology Uses in Education Web Based Instruction |
title | Effectiveness of Gamification Elements in Blended Learning Environments |
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