Please use this identifier to cite or link to this item: http://earsiv.odu.edu.tr:8080/xmlui/handle/11489/4359
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dc.contributor.authorTaskin, Necati-
dc.contributor.authorCakmak, Ebru Kilic-
dc.date.accessioned2024-03-15T08:48:11Z-
dc.date.available2024-03-15T08:48:11Z-
dc.date.issued2023-
dc.identifier.citationTaskin, 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/10.1080/10447318.2022.2096190en_US
dc.identifier.issn1044-7318-
dc.identifier.issn1532-7590-
dc.identifier.urihttp://dx.doi.org/10.1080/10447318.2022.2096190-
dc.identifier.urihttps://www.webofscience.com/wos/woscc/full-record/WOS:000824405300001-
dc.identifier.urihttp://earsiv.odu.edu.tr:8080/xmlui/handle/11489/4359-
dc.descriptionWoS Categories: Computer Science, Cybernetics; Ergonomicsen_US
dc.descriptionWeb of Science Index: Science Citation Index Expanded (SCI-EXPANDED); Social Science Citation Index (SSCI)en_US
dc.descriptionResearch Areas: Computer Science; Engineeringen_US
dc.description.abstractThe 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.isoengen_US
dc.publisherTAYLOR & FRANCIS INC-PHILADELPHIAen_US
dc.relation.isversionof10.1080/10447318.2022.2096190en_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectHIGHER-EDUCATION, SATISFACTION, PERCEPTIONS, EXPERIENCES, MOTIVATION, MOODLE, SCALEen_US
dc.titleEffects of Gamification on Behavioral and Cognitive Engagement of Students in the Online Learning Environmenten_US
dc.typearticleen_US
dc.relation.journalINTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTIONen_US
dc.contributor.departmentOrdu Üniversitesien_US
dc.contributor.authorID0000-0001-8519-6185en_US
dc.contributor.authorID0000-0002-3459-6290en_US
dc.identifier.volume39en_US
dc.identifier.issue17en_US
dc.identifier.startpage3334en_US
dc.identifier.endpage3345en_US
Appears in Collections:Makale Koleksiyonu

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