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An evaluation of a distance learning course enhanced with enriched instructional content

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2025
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Abstract (EN)

The purpose of this study is to examine the effects of structuring a university-level distance education course with gamification-based digital content on students' academic achievement, motivation levels, and perceptions of the implemented interactive application. An explanatory sequential mixed methods design, incorporating both quantitative and qualitative approaches, was employed. In the experimental process, the course content was organized using enriched video lectures, interactive presentations, and end-of-topic quizzes. Access to subsequent content was contingent upon achieving 100% success in the preceding quiz, thereby integrating gamification elements such as mastery-based progression and digital badge acquisition into the learning process. The study group consisted of 96 students enrolled in the "Open and Distance Learning" course at the Faculty of Education of a state university. Participants were randomly assigned to the experimental group (n = 48) and the control group (n = 48). The experimental group engaged in a learning process enhanced with gamification elements, while the control group continued with traditional distance education content. Data collection instruments included an academic achievement test, the Gamification in Education Applications Scale, and a semi-structured interview form. Quantitative data were analyzed using SPSS and TAP software, and qualitative data were evaluated using content analysis. The findings revealed that students in the experimental group scored significantly higher in both academic achievement and motivation compared to those in the control group (p < .05). Student feedback emphasized the motivating nature of interactive content and the benefits of repeatable quizzes in reinforcing learning, although some participants noted limitations such as internet access problems, demanding quiz requirements, and high visual content density. The results demonstrate that a gamification-based approach in distance education positively influences not only learning outcomes but also student attitudes and affective responses toward learning. In this context, the study provides concrete recommendations for designing online learning environments that are more interactive, motivating, and learner-centered. Keywords: Distance Education, Gamification, ÖYS, Academic Achievement, Learning Management System, Badge System, Mixed Method.

Author

Şuanur Geyikli

How to Cite

Şuanur Geyikli (Master Thesis). An evaluation of a distance learning course enhanced with enriched instructional content, 2025, İnönü University.

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