Fen Bilimleri Dersi Eğitiminin Oyunlaştırılmış E-Öğrenme Ortamlarıyla Desteklenmesinin Motivasyon ve Başarıya Etkisi
Date
2023-02Author
Bayrak, Ferdi
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In today's world, technology is developing constantly and knowledge increases exponentially. Thus, it is vital to follow these developments closely to be successful in science education. New approach in science education requires active involvement of learners and to provide them with new learning environment designed specifically for digital natives which can support them to become inquiring and investigating self-learners. In this context, e-learning, which now is a part of our lives as a result of the digital transformations, is education through electronic media channels. Accordingly, the concept of gamification, which has started to become popular since 2010, has started to take its place in the field of education, although it is a technique that aims to strengthen the connection between digital systems and users and motivate them. This study investigates the effects of a gamified e-learning environment on academic achievement and motivation of learners in science education. The participants of this study were middle school students. It is our belief that the findings of this study may guide the integration of gamification in science education curriculum. A mixed method approach was utilized during study. A pre-, post-test approach was used to collect quantitative data and for this purpose academic achievement test and motivation scale were used. Qualitative data was collected through interviews. As a result of the research, it was concluded that supporting students with a gamified e-learning environment increased their academic achievement and motivation compared to the traditional methods.