A novel learning experience that increases student motivation can be created in a learning environment that includes a gamification approach to assess competence. Student views on gamification were surveyed to determine the best application of this method, the environment necessary for its use, and the manner by which the application should proceed. The effect of a gamification approach on student achievement through intra-class competition was assessed using quantitative and qualitative methods. In this study, the Kahoot application was the preferred gamification method used. Participating students included 65 undergraduate students studying at the Department of Preschool Teaching. The findings showed that inclusion of a gamification metho...
The term "gamification" is used to describe the practice of incorporating game elements into non-gam...
Students taking low-stake quizzes in a gamified environment shows improvement on their studies, thus...
This paper shapes the landscape of an empirical research study on applying gamification to education...
A novel learning experience that increases student motivation can be created in a learning environme...
The Ph.D. research project “Gamification in Middle, Secondary and Higher Education to mo...
With this study, it is aimed to determine the opinions of university students about the gamified cla...
Play is a social-centred process, able to boost motivation and promote learning across all levels an...
This research is focused on the use of gamification as a strategy to enhance students' motivation, e...
Traditional lecture is a teaching method that is largely used in the teaching and learning process. ...
The purpose of this study is to examine the effects of using a gamification tool as a new teaching s...
Rapid advances in technology affect many areas of our lives, one of which is education. In the local...
This study examines the effects of using a gamification tool as a teaching strategy. Specifically, K...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Gamification can be used to motivate students in the classroom. This review examines the effects of ...
Gamification is presented in the literature as a pedagogical innovation that may increase student en...
The term "gamification" is used to describe the practice of incorporating game elements into non-gam...
Students taking low-stake quizzes in a gamified environment shows improvement on their studies, thus...
This paper shapes the landscape of an empirical research study on applying gamification to education...
A novel learning experience that increases student motivation can be created in a learning environme...
The Ph.D. research project “Gamification in Middle, Secondary and Higher Education to mo...
With this study, it is aimed to determine the opinions of university students about the gamified cla...
Play is a social-centred process, able to boost motivation and promote learning across all levels an...
This research is focused on the use of gamification as a strategy to enhance students' motivation, e...
Traditional lecture is a teaching method that is largely used in the teaching and learning process. ...
The purpose of this study is to examine the effects of using a gamification tool as a new teaching s...
Rapid advances in technology affect many areas of our lives, one of which is education. In the local...
This study examines the effects of using a gamification tool as a teaching strategy. Specifically, K...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Gamification can be used to motivate students in the classroom. This review examines the effects of ...
Gamification is presented in the literature as a pedagogical innovation that may increase student en...
The term "gamification" is used to describe the practice of incorporating game elements into non-gam...
Students taking low-stake quizzes in a gamified environment shows improvement on their studies, thus...
This paper shapes the landscape of an empirical research study on applying gamification to education...