The aim of this study is to determine the opinions of teacher candidate students about applications and effects of attitudes for coding by making Project Development course with gamification supported flipped classroom during coding period. Quantitative and qualitative methods were used together in this study which aims to determine the attitudes and opinions of students about coding in gamification supported flipped classrooms for 14 weeks. In the qualitative dimension of the study, pre-test and post-test were applied as attitude measure for students about the coding. Whereas in quantitative dimension, semi-structured interview forms and interviews were held in order to obtain information in more details. This study was held with 35 class...
Gamification is gaining momentum as an educational innovation to motivate and to engage students in ...
This study aims to find out the students' perception toward gamification applied on English language...
The scientific literature reveals the impact of applying game-based videos and gamification on under...
The aim of this study is to determine the opinions of teacher candidate students about applications ...
The use of the flipped classroom at HE has been very popular in recent years. However, recently a se...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
While gamification, the use of game design elements in non-game contexts, has been put forth as one ...
Research examining teachers' attitudes toward gamification is scarce, although attitudes play a crit...
Gamification is a term for adding game design elements into a non-game context. Using motivational t...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
WOS: 000479037900002For this study, a scale was developed to measure the factors that may affect the...
A novel learning experience that increases student motivation can be created in a learning environme...
With this study, it is aimed to determine the opinions of university students about the gamified cla...
Despite the popularity of gamification among academics due to its propensity to promote student moti...
Flipped classroom pedagogy have gained attention in recent years. This paper reports our study on th...
Gamification is gaining momentum as an educational innovation to motivate and to engage students in ...
This study aims to find out the students' perception toward gamification applied on English language...
The scientific literature reveals the impact of applying game-based videos and gamification on under...
The aim of this study is to determine the opinions of teacher candidate students about applications ...
The use of the flipped classroom at HE has been very popular in recent years. However, recently a se...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
While gamification, the use of game design elements in non-game contexts, has been put forth as one ...
Research examining teachers' attitudes toward gamification is scarce, although attitudes play a crit...
Gamification is a term for adding game design elements into a non-game context. Using motivational t...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
WOS: 000479037900002For this study, a scale was developed to measure the factors that may affect the...
A novel learning experience that increases student motivation can be created in a learning environme...
With this study, it is aimed to determine the opinions of university students about the gamified cla...
Despite the popularity of gamification among academics due to its propensity to promote student moti...
Flipped classroom pedagogy have gained attention in recent years. This paper reports our study on th...
Gamification is gaining momentum as an educational innovation to motivate and to engage students in ...
This study aims to find out the students' perception toward gamification applied on English language...
The scientific literature reveals the impact of applying game-based videos and gamification on under...