dc.contributor.author |
Kilic, Servet |
|
dc.date.accessioned |
2024-03-15T06:50:25Z |
|
dc.date.available |
2024-03-15T06:50:25Z |
|
dc.date.issued |
2023 |
|
dc.identifier.citation |
Kiliç, S. (2023). Effectiveness of Gamification on the Community of Inquiry Development in Online Project-based Programming Courses Conducted on Facebook. Inform. Educ., 22(1), 21-44. https://doi.org/10.15388/infedu.2023.04 |
en_US |
dc.identifier.issn |
1648-5831 |
|
dc.identifier.issn |
2335-8971 |
|
dc.identifier.uri |
http://dx.doi.org/10.15388/infedu.2023.04 |
|
dc.identifier.uri |
https://www.webofscience.com/wos/woscc/full-record/WOS:000960531400002 |
|
dc.identifier.uri |
http://earsiv.odu.edu.tr:8080/xmlui/handle/11489/4035 |
|
dc.description |
WoS Categories: Education & Educational Research |
en_US |
dc.description |
Web of Science Index: Emerging Sources Citation Index (ESCI) |
en_US |
dc.description |
Research Areas: Education & Educational Research |
en_US |
dc.description.abstract |
This study aims to explore how gamification elements influence the development of the Community of Inquiry (CoI) in an online project-based programming course conducted on Facebook. We formed student groups by using a quasi-experimental design from students studying in the computer science department. While both courses were project-based, the experimental group's project development process was enriched with gamification elements. We collected data from the CoI survey, transcript analysis of online discussions, and interviews with students. The results indicated that the use of gamification elements contributed significantly to students' social, cognitive, and teaching presence development. Besides, while a high level of CoI perception was created in both groups in the online project-based learning environment, the design and organization role of the instructor came to the fore in the gamified environment more. |
en_US |
dc.language.iso |
eng |
en_US |
dc.publisher |
VILNIUS UNIV, INST MATHEMATICS & INFORMATICS-VILNIUS |
en_US |
dc.relation.isversionof |
10.15388/infedu.2023.04 |
en_US |
dc.rights |
info:eu-repo/semantics/openAccess |
en_US |
dc.subject |
programming, project-based learning, gamification, community of inquiry, social presence, teaching presence, cognitive presence, asynchronous learning |
en_US |
dc.subject |
HIGHER-EDUCATION, COGNITIVE PRESENCE, SOCIAL PRESENCE, FRAMEWORK, ENGAGEMENT, STUDENTS, SATISFACTION |
en_US |
dc.title |
Effectiveness of Gamification on the Community of Inquiry Development in Online Project-based Programming Courses Conducted on Facebook |
en_US |
dc.type |
article |
en_US |
dc.relation.journal |
INFORMATICS IN EDUCATION |
en_US |
dc.contributor.department |
Ordu Üniversitesi |
en_US |
dc.contributor.authorID |
0000-0002-1687-3231 |
en_US |
dc.identifier.volume |
22 |
en_US |
dc.identifier.issue |
1 |
en_US |
dc.identifier.startpage |
21 |
en_US |
dc.identifier.endpage |
44 |
en_US |