Gelişmiş Arama

Basit öğe kaydını göster

dc.contributor.authorKurşun, Engin
dc.contributor.authorKayaduman, Halil
dc.contributor.authorYıldız, Mehmet
dc.date.accessioned2023-03-14T20:29:22Z
dc.date.available2023-03-14T20:29:22Z
dc.date.issued2021
dc.identifier.issn2147-1037
dc.identifier.urihttps://doi.org/10.29299/kefad.836471
dc.identifier.urihttps://search.trdizin.gov.tr/yayin/detay/503087
dc.identifier.urihttps://hdl.handle.net/20.500.14002/1734
dc.description.abstractThis systematic review study aims to identify the frequently used gamification elements in open and distance learning (ODL) environments, and the reasons behind their usage. To do this, 40 articles regarding the use of gamification in ODL environments were systematically analyzed. The content analysis method was administrated and inter-rater reliability was calculated by Cohen Kappa coefficient which was found appropriate (0.82). According to the findings, gamification elements such as badges, points, leaderboards, and rewards have been frequently used in ODL environments. The dependent variables used in these studies to examine the effectiveness of gamification elements include participation, motivation, and engagement. Moreover, the findings revealed that the badges were used to increase participation, the points to improve motivation, and the rewards to support engagement. Based on the findings, the current study recommends considering gamification integration frameworks, learning and teaching theories during the design of the gamification elements, and avoiding irrelevant gamification elements. Moreover, the study emphasized the importance of considering students’ needs, setting clear goals and objectives for students, and differentiating the use of gamification elements in online and face-to-face courses.en_US
dc.language.isoengen_US
dc.relation.ispartofAhi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisien_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subject[Content Analysisen_US
dc.subjectOpen and Distance Learning (ODL)en_US
dc.subjectOnline Learningen_US
dc.subjectGamification Elements]en_US
dc.titleThe Use of Gamification Elements in Open and Distance Learning (ODL) Environmentsen_US
dc.typeotheren_US
dc.departmentBelirleneceken_US
dc.identifier.doi10.29299/kefad.836471
dc.identifier.volume22en_US
dc.identifier.issue3en_US
dc.identifier.startpage1389en_US
dc.identifier.endpage1428en_US
dc.relation.publicationcategoryDiğeren_US
dc.identifier.trdizinid503087en_US


Bu öğenin dosyaları:

Thumbnail

Bu öğe aşağıdaki koleksiyon(lar)da görünmektedir.

Basit öğe kaydını göster