Integrating gamification into open and distance learning
2017
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Advisor: Prof. Dr. Cengiz Hakan Aydın ; Doç. Dr. Muhammet Recep Okur
Abstract (EN)
Gamification defined as the use of game design elements in non-game contexts, or is the integration of game elements, mechanics, and frameworks into non-game situations and scenarios. Gamification, so far, has most frequently been used as a clever way to promote a business or product. For instance, players can earn badges, discounts, and other rewards for visiting real-world shops and "checking-in" to the mobile phone application FourSquare. This paper intended to reveal the results of a study that examines the attractiveness and effectiveness of integrating gamification elements into large-scale open and distance learning (ODL) programs. More specifically, we were wondering if we integrated game elements into an ODL program, (1) would more students come to e-learning environment, and (2) would the students spend more time in this environment? Meanwhile we were interested in collecting data about the students' preferences of the elements. The study, which has been designed as the sequential exploratory mixed method, finds that there is a statically significant increase before and after the integration of game elements into the ODL program regarding e-learning behavior including visiting the course webpage, clicking the content, downloading, and completing course assignments.
Author
Murat Sümer
Institution
How to Cite
Murat Sümer (Doctorate thesis). Integrating gamification into open and distance learning, 2017, Anadolu University.
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