Yabancı dil olarak İngilizce öğrencilerinin oyunlaştırma algıları üzerine kesitsel bir araştırma
2022
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Advisor: Dr. Öğr. Üyesi Hayriye Avara
Abstract (EN)
As of 2022, people started to regard playing games as an everyday pastime. High school students have more alternatives than only PC and smartphone games now that educational games started to ingratiate themselves into many facets of life. Games have an impact on people's social lives as well as their educational lives. Therefore, in a setting where people are continuously surrounded by games, educators cannot help but incorporate the gamification strategy into their classroom activities. The study's goal is to determine how EFL students perceive the impacts of gamification on language acquisition. Participants in the study were given a 29-item questionnaire where they were asked to submit their thoughts on the gamification method. High school students with at least a year of gamification experience were the study's target group. The data for this study was gathered using Google Docs. All data were analyzed using the SPSS program, and the results, along with a conclusion and recommendations, were presented in the sections that follow. The data gathered in this study highlighted the emotional, personal, and educational perceptions of high school learners toward the gamification method.
Author
Dr. Muhammed Emin Baytekin
Institution

Amasya University
İngiliz Dili Eğitimi Bilim Dalı
How to Cite
Muhammed Emin Baytekin (Master Thesis). Yabancı dil olarak İngilizce öğrencilerinin oyunlaştırma algıları üzerine kesitsel bir araştırma, 2022, Amasya University.
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