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dc.contributor.authorKalli, Hande
dc.date.accessioned2024-02-09T07:00:41Z
dc.date.available2024-02-09T07:00:41Z
dc.date.issued2023en_US
dc.date.submitted2023
dc.identifier.urihttps://hdl.handle.net/20.500.12507/1983
dc.description.abstractThis research investigates the impacts of gamification, carried out gamified activities and integrating gamification components into the lesson, on learners' motivation, achievement, and attitudes in both digital and non-digital learning environments. The study was conducted with 30 students in the 5th, 6th, and 7th grades who were enrolled in a private language centre in Turkey (N=30). The research outcomes reflect the analysis of quantitative data. In order to assess the effect of gamification on academic performance, a pre-test, middle, and post-test were applied. During the 4-week period between the pre-test and the mid-test, and the other 4-week between the middle test and the post-test, gamified activities were used in the lesson, as well as components such as points, reward, competition, levels, were integrated into the curriculum. To measure the effect of gamification on motivation, the Motivation Scale (Ertan,2020) was implemented after the 8-week period. To assess the influence of gamification on attitude, the Attitude Scale (Ertan,2020) was implemented after the 8-week duration. The data obtained from the research reveal that gamification has significant positive effects on learners’ success, motivation and attitudes (p<0.05).en_US
dc.language.isoengen_US
dc.publisherÇağ Üniversitesi/Sosyal Bilimler Enstitüsüen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.titleTHE EFFECTS OF GAMIFICATION ON LEARNERS’ MOTIVATION, SUCCESS AND ATTITUDES IN DIGITAL AND NON-DIGITAL LEARNING ENVIRONMENTSen_US
dc.typemasterThesisen_US
dc.contributor.departmentFen Edebiyat Fakültesien_US
dc.relation.publicationcategoryTezen_US


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