Abstract

Gamification in education is the use of game-based mechanisms, game aesthetics and game thinking to ensure student motivation and engagement, superior learning, and a behavioral change. This study was conducted to investigate the nature of the students’ opinions on gamification and on activities that were carried out to create a rich instructional environment through gamification with Scratch. This study was conducted as a qualitative case study. The sample consisted of 37 students (12 females and 25 males) who took the course during the spring semester. Data were collected from the students by using observation and interview forms. Findings of a content analysis showed that gamification significantly influenced the students’ motivation, participation and achievement. It created an enjoyable educational environment, and consequently, enriched academic achievement. Gamification can be used to transform educational contexts, especially the subjects that are problematic, difficult, and boring for students and avoided by students for due responsibility.

Details

Title
An examination of opinions of teacher candidates on a course enriched through gamification
Author
FİDAN, Ayça  VIAFID ORCID Logo  ; ŞENGEL, Erhan  VIAFID ORCID Logo 
Pages
754 - 774
Section
Research Article
Publication year
2022
Publication date
2022
Publisher
Gürhan Durak
ISSN
26186586
Source type
Scholarly Journal
Language of publication
Turkish; English
ProQuest document ID
2843810636
Copyright
© 2022. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.