Aim of this study was to design an online learning environment including different gamification components, to describe flow, emotional engagement, motivation, and achievement of the participants in this environment, and to investigate factors predicting achievement in gamified online learning environments under the scope of aforementioned variables. The study was designed as a correlational study. The gamified online learning environment was used by 40 undergraduate students taking Distance Education course in the department of Computer Education and Instructional Technology at a public university in Ankara, Turkey. In this study examined how well flow, emotional engagement, and motivation predict achievement, and tested a path model inc...
The purpose of this research to examine some of the cognitive characteristics that affect students' ...
In this research, variables which may have an effect on the sustainable usage of online learning env...
Current online teaching and learning practices in distance education face limitations in terms of qu...
Gamification can be defined as using game design elements in non-game contexts. Although most of the...
Learning process includes cognitive, social and emotional dimensions. However, the literature is foc...
This study aimed to examine high school students’ views about effects of gamification on their inter...
DergiPark: 73061ejovocThe main aim of this research is to determine of the effect of “E-Learning Sys...
Gür, T., The Relationship Between Academic Self-Regulation, Motivational Strategies, Academic Succes...
Yüksek Lisans TeziBu araştırmanın amacı, uzaktan eğitimde tüm eğitim faaliyetlerinin yürütüldüğü çev...
Maģistra darbs “Spēļošanas elementu izmantošana tālmācības vidusskolas skolēnu motivācijā” ir izstrā...
Bu araştırmada iki önemli değişken bir strateji altında birleştirilmiştir. Duygu ve motivasyonun bir...
The University of the Philippines Open University (UPOU) is a fully online university that uses open...
Thesis (M.A.)--Özyeğin University, Graduate School of Sciences and Engineering, Department of Comput...
Students’ motivation is an important factor in ensuring the success of e-learning implementation. In...
The present study aimed to determine how the gamification of the educational process is perceived by...
The purpose of this research to examine some of the cognitive characteristics that affect students' ...
In this research, variables which may have an effect on the sustainable usage of online learning env...
Current online teaching and learning practices in distance education face limitations in terms of qu...
Gamification can be defined as using game design elements in non-game contexts. Although most of the...
Learning process includes cognitive, social and emotional dimensions. However, the literature is foc...
This study aimed to examine high school students’ views about effects of gamification on their inter...
DergiPark: 73061ejovocThe main aim of this research is to determine of the effect of “E-Learning Sys...
Gür, T., The Relationship Between Academic Self-Regulation, Motivational Strategies, Academic Succes...
Yüksek Lisans TeziBu araştırmanın amacı, uzaktan eğitimde tüm eğitim faaliyetlerinin yürütüldüğü çev...
Maģistra darbs “Spēļošanas elementu izmantošana tālmācības vidusskolas skolēnu motivācijā” ir izstrā...
Bu araştırmada iki önemli değişken bir strateji altında birleştirilmiştir. Duygu ve motivasyonun bir...
The University of the Philippines Open University (UPOU) is a fully online university that uses open...
Thesis (M.A.)--Özyeğin University, Graduate School of Sciences and Engineering, Department of Comput...
Students’ motivation is an important factor in ensuring the success of e-learning implementation. In...
The present study aimed to determine how the gamification of the educational process is perceived by...
The purpose of this research to examine some of the cognitive characteristics that affect students' ...
In this research, variables which may have an effect on the sustainable usage of online learning env...
Current online teaching and learning practices in distance education face limitations in terms of qu...