dc.description.abstract | This 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 |