The effect of digital gamification in social studies course on students' academic achievement, digital literacy levels, attitudes and motivation towards the course
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Abstract (EN)
Gamification is an approach that encourages learning and increases motivation by combining different mechanics and dynamics. Especially with the development of technology, it can be said that gamification has taken a different dimension in digital environments. The aim of this study is to examine the effect of digital gamification on students' academic achievement, digital literacy levels, attitudes and motivation towards the course in social studies classes. The study was conducted with 53 students in the 7th grade at the Public Secondary School in Isparta city center in the 2023-2024 academic year. In the quantitative part of the research in which explanatory sequential design, one of the mixed research methods, was used, a quasi-experimental design with pretest-posttest control group was used. In the study, a process involving gamification activities was carried out with the experimental group (N=28) students, while the control group (N=25) students progressed in line with the activities in the curriculum. Academic achievement test, digital literacy, attitude and motivation scales were used as quantitative data collection tools. In the qualitative part of the study, phenomenological research design was used. Qualitative data were collected through a focus group interview form. Dependent sample t test (paired samples t test) and independent sample t test (independent sample t test) were used to analyze the quantitative data. Qualitative data were analyzed with content analysis technique. As a result of the research, it can be said that the academic achievement, attitudes and motivations of the experimental group students who had an application process using the gamification method in the social studies course had a significant difference compared to the control group students who progressed in line with the activities in the curriculum. This shows that gamification has a positive effect on students' academic achievement, attitude and motivation. It was observed that there was no significant difference between the experimental and control group students in terms of digital literacy levels. In the interviews with the participants, they stated that gamification positively affected their attitudes and motivation towards the course and increased their academic achievement.
Author
Özlem Kınacı
Institution
How to Cite
Özlem Kınacı (Master Thesis). The effect of digital gamification in social studies course on students' academic achievement, digital literacy levels, attitudes and motivation towards the course, 2024, Süleyman Demirel University.
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