An examination of effects of the use of gamification in e-learning environments on learners' academic performance and engagement
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Abstract (EN)
The study aimed to examine effects of the use of gamification approach in e-learning environments on learners' academic performance. The study was conducted within the Information Technology in Education I course and spreadsheet program usage subject was gamified and presented in the e- learning environment. Design of the study is pretest-posttest control group randomly model. Experimental group students were used gamified e-learning environment and control group students used traditional e-learning environment. 46 students who were enrolled in Computer Education and Instructional Technology at Ege University in 2015-2016 academic year participated in the study. Academic performance test which was developed by the researcher, half structured interview form and Moodle records were used as data collection tools. Academic performance test was used conducted as pre, post and retention test. According to results of the study, there was a significant difference between both experimental group students' and control group students' pre and post test results in favor of post test results. Moreover, there was no significant difference between post test results between experimental group and control group. Similarly, there was no significant difference between retention test results between experimental group and control group. However, it was found that there was a significant decline in experimental group test results between post test and retention test, though there was no significant difference in control group test results between post test and retention test. Students who used gamified e-learning environment showed higher engagement than control group students. Finding obtained from Moodle LMS records reveals that experimental group students have higher page view and post than control group students. İn addition, experimental group students have higher engagement in educational activities which does not affect grading of the course. Finally, both experimental group and control group students stated positive opinions about e-learning process. It was observed that students who used gamified e-learning environment have positive opinions about use of gamification in e- learning environment. They expressed that gamification elements used in this study were motivating, helpful to navigate their learning progress and leading to complete educational activities.
Author
Yeliz Tunga
Institution
How to Cite
Yeliz Tunga (Master Thesis). An examination of effects of the use of gamification in e-learning environments on learners' academic performance and engagement, 2016, Ege University.
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