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Using open source messaging services and gamification techniques in e-learning projects: An example application

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2023
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Abstract (EN)

The aim of this research is to determine the contribution of students who aim to learn a foreign language to vocabulary learning through digital games and competitions. The sample of the research will be some language learning course and community members. The research is a study based on data analysis. The data of the research will be obtained by calculating the results obtained from digital games and competitions. When the data is evaluated, it is aimed to reach a cumulative data on which type of digital learning tool students adopt the most and which tools have more positive effects on them. Most of the students, who stated that they access the games more from smartphones with the rapidly developing technology, expressed a positive opinion that digital games contribute to vocabulary learning and communication. Based on this; It was decided to investigate some issues such as the ways in which language learning in the digital environment can be carried out better, and the effects of gamification on these ways.

Author

Volkan Küçüköner

How to Cite

Volkan Küçüköner (Master Thesis). Using open source messaging services and gamification techniques in e-learning projects: An example application, 2023, Necmettin Erbakan University.

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