dc.contributor.author |
Taskin, Necati |
|
dc.contributor.author |
Cakmak, Ebru Kilic |
|
dc.date.accessioned |
2024-03-15T08:48:11Z |
|
dc.date.available |
2024-03-15T08:48:11Z |
|
dc.date.issued |
2023 |
|
dc.identifier.citation |
Taskin, N., Çakmak, EK. (2023). Effects of Gamification on Behavioral and Cognitive Engagement of Students in the Online Learning Environment. Int. J. Hum.-Comput. Interact., 39(17), 3334-3345. https://doi.org/10.1080/10447318.2022.2096190 |
en_US |
dc.identifier.issn |
1044-7318 |
|
dc.identifier.issn |
1532-7590 |
|
dc.identifier.uri |
http://dx.doi.org/10.1080/10447318.2022.2096190 |
|
dc.identifier.uri |
https://www.webofscience.com/wos/woscc/full-record/WOS:000824405300001 |
|
dc.identifier.uri |
http://earsiv.odu.edu.tr:8080/xmlui/handle/11489/4359 |
|
dc.description |
WoS Categories: Computer Science, Cybernetics; Ergonomics |
en_US |
dc.description |
Web of Science Index: Science Citation Index Expanded (SCI-EXPANDED); Social Science Citation Index (SSCI) |
en_US |
dc.description |
Research Areas: Computer Science; Engineering |
en_US |
dc.description.abstract |
The study investigated the effects of gamification on behavioral and cognitive engagement of students in online learning environments. The study was conducted in a quasi-experimental design including a control group. Students in the gamified environment were the experimental group, and the students studying in the non-gamified environment were the control group. Both groups of students studied in an online learning environment for 10 weeks. The study group consists of 46 students selected with the convenience sampling method. There were 18 male and 5 female students in the experimental group, and 19 male and 4 female students in the control group. Four research questions guided the study. Findings revealed that gamification enhanced students' achievement by increasing their content interaction in the online learning environment. The study recommended the use of gamification in the online learning environment because it makes learning that looks difficult or boring become interesting and easier to understand. Hence, it is activity-based and involves students' active engagement. |
en_US |
dc.language.iso |
eng |
en_US |
dc.publisher |
TAYLOR & FRANCIS INC-PHILADELPHIA |
en_US |
dc.relation.isversionof |
10.1080/10447318.2022.2096190 |
en_US |
dc.rights |
info:eu-repo/semantics/openAccess |
en_US |
dc.subject |
HIGHER-EDUCATION, SATISFACTION, PERCEPTIONS, EXPERIENCES, MOTIVATION, MOODLE, SCALE |
en_US |
dc.title |
Effects of Gamification on Behavioral and Cognitive Engagement of Students in the Online Learning Environment |
en_US |
dc.type |
article |
en_US |
dc.relation.journal |
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION |
en_US |
dc.contributor.department |
Ordu Üniversitesi |
en_US |
dc.contributor.authorID |
0000-0001-8519-6185 |
en_US |
dc.contributor.authorID |
0000-0002-3459-6290 |
en_US |
dc.identifier.volume |
39 |
en_US |
dc.identifier.issue |
17 |
en_US |
dc.identifier.startpage |
3334 |
en_US |
dc.identifier.endpage |
3345 |
en_US |