Yüksek LisansAçık Erişim

Oyun öğelerinin web destekli bilgi teknolojileri dersinde öğrencilerin geçirdikleri süreye etkisi

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2021
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Özet (EN)

Today, online learning platforms are being utilized at almost all education levels, but there are problems in student participation and engagement. On the other hand, an emerging concept of using game elements in non-gaming contexts showed potential to solve these engagement problems in educational settings. This study aimed to investigate the effect of game elements on the time-spent by students on the online portion of a web-supported information technology course (WITC) at the university level. The course was delivered in class; however, homework, activities, and readings were completed online. There were two stages throughout the semester, and the same participants took part in both stages in this quasi-experimental research study. In the first stage of the study, there were no game elements in the online portion of the WITC. In the second stage, game elements were added to the online portion. The time-spent by the students in the first stage and the time they spent in the second stage were compared. Results showed a significant increase in the time-spent by students on the online portion of the WITC in the second stage with a large effect size.

Yazar

Ahmet Kazım Karakuşcu

Bu Yayına Nasıl Atıf Yapılır

Ahmet Kazım Karakuşcu (Master Thesis). Oyun öğelerinin web destekli bilgi teknolojileri dersinde öğrencilerin geçirdikleri süreye etkisi, 2021, Middle East Technical University.

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