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Effects of Gamification on Behavioral and Cognitive Engagement of Students in the Online Learning Environment

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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


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