Gamifying an ICT course: Influences on engagement and academic performance


Cakiroglu U., BAŞIBÜYÜK B., Guler M., Atabay M., MEMIS B. Y.

COMPUTERS IN HUMAN BEHAVIOR, cilt.69, ss.98-107, 2017 (SSCI) identifier identifier

  • Yayın Türü: Makale / Tam Makale
  • Cilt numarası: 69
  • Basım Tarihi: 2017
  • Doi Numarası: 10.1016/j.chb.2016.12.018
  • Dergi Adı: COMPUTERS IN HUMAN BEHAVIOR
  • Derginin Tarandığı İndeksler: Social Sciences Citation Index (SSCI), Scopus
  • Sayfa Sayıları: ss.98-107
  • Karadeniz Teknik Üniversitesi Adresli: Evet

Özet

Hypothesizing that gamification may have a positive effect on engagement; this study hopes to contribute to the implementation of gamification by presenting evidence from a real classroom. This study intended to reveal the effect of gamified instructional process to student engagement and the relationship between engagement and academic performances in a real classroom. The study includes reflections from the design of a one-term ICT course in which the participants were pre-service primary school teachers enrolled at a school of education. An engagement scale, activity evaluation rubrics, a gamification evaluation form were used to collect data. Clinical interviews were used to address the relationships among gamification, engagement and achievement. The results revealed that using the combination of elements provided quite a positive motivational impact on engagement. Also the use of gamification elements indirectly affected the academic achievement due to their positive effects on engagement in the classroom. Suggestions for using gamification elements in a real classroom environment were also included. (C) 2016 Elsevier Ltd. All rights reserved.