The general purpose of this research is to determine the state of high school students integrating their learning through computer lessons and gamification. Content analysis method was used in the research. The research was carried out in the spring term of 2020–2021. The sample of the study consists of 56 high school students. During the data collection process, a semi-structured interview form developed by the researchers and prepared by taking the opinions of three different field experts was applied. Answers were sought from high school students to questions such as the use of the internet in education, the advantages of gamification in education, the disadvantages of gamification in education, their views on the educational environment...
The purpose of the research is to change the way the traditional classroom works and how students ar...
Abstract Gamification is a new trend in the education system of Kazakhstan with only some educationa...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
The general purpose of this research is to determine the state of high school students integrating t...
This study aimed to examine high school students’ views about effects of gamification on their inter...
Evolutions in technology have changed the day-to-day especially in education.The ways of teaching an...
Evolutions in technology have changed the day-to-day especially in education. The ways of teaching a...
© 2018 by the authors. The relevance of this article is determined by the possibility to increase th...
The field of education was distinctly affected by the development of information and communication t...
This study aims to help students improve their knowledge capability based on their active participat...
The COVID-19 affecting the whole world has also affected education. Education has changed from face-...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Purpose – The purpose of the case study is to investigate the perception of computer science learner...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
The purpose of the research is to change the way the traditional classroom works and how students ar...
Abstract Gamification is a new trend in the education system of Kazakhstan with only some educationa...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
The general purpose of this research is to determine the state of high school students integrating t...
This study aimed to examine high school students’ views about effects of gamification on their inter...
Evolutions in technology have changed the day-to-day especially in education.The ways of teaching an...
Evolutions in technology have changed the day-to-day especially in education. The ways of teaching a...
© 2018 by the authors. The relevance of this article is determined by the possibility to increase th...
The field of education was distinctly affected by the development of information and communication t...
This study aims to help students improve their knowledge capability based on their active participat...
The COVID-19 affecting the whole world has also affected education. Education has changed from face-...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Purpose – The purpose of the case study is to investigate the perception of computer science learner...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
The purpose of the research is to change the way the traditional classroom works and how students ar...
Abstract Gamification is a new trend in the education system of Kazakhstan with only some educationa...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...