University Students’ Views on the Application of Gamification in Distance Education
The COVID-19 affecting the whole world has also affected education. Education has changed from face-to-face education to distance education. In distance education, it is the most basic duty of teachers to increase students’ participation in the lesson, motivate their learning and increase their moti...
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Kassel University Press
2021
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oai:doaj.org-article:bce63be4957a4921a04dd331682e839b2021-12-02T18:38:15ZUniversity Students’ Views on the Application of Gamification in Distance Education1863-038310.3991/ijet.v16i19.26019https://doaj.org/article/bce63be4957a4921a04dd331682e839b2021-10-01T00:00:00Zhttps://online-journals.org/index.php/i-jet/article/view/26019https://doaj.org/toc/1863-0383The COVID-19 affecting the whole world has also affected education. Education has changed from face-to-face education to distance education. In distance education, it is the most basic duty of teachers to increase students’ participation in the lesson, motivate their learning and increase their motivation. Gamification, which is one of the new learning approaches that has come to the fore in the education process, can be used for active learning activities in this model. This study was aimed to determine university students’ views on gamified education. In this context, gamification activities were used in the teaching process. In this study, the qualitative research method was used. The study group of the research consists of 30 second-grade students studying at North Cyprus and some Russian Universities, in the Faculty of Education, Department of Preschool Education. The application was carried out within the scope of the computer I course in the 2020–2021 fall semester. The interview form developed by the researchers was used as a data collection tool within the scope of the research. In preparing the interview questions, the final form of the questions was given by taking the opinions of four experts. Content analysis was used in the study of the data. The findings obtained as a result of the research are given in detail in the findings and results section.Zehra OzcinarNatalia A. OrekhovskayaMarina N. SvintsovaEvgeny G. PanovElena Iv. ZamaraevaAnvar N. KhuziakhmetovKassel University Pressarticlekeywords—distance education, gamification, preschool, motivation, opinion, university students, computer lesson, university studentEducationLInformation technologyT58.5-58.64ENInternational Journal of Emerging Technologies in Learning (iJET), Vol 16, Iss 19, Pp 4-15 (2021) |
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keywords—distance education, gamification, preschool, motivation, opinion, university students, computer lesson, university student Education L Information technology T58.5-58.64 |
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keywords—distance education, gamification, preschool, motivation, opinion, university students, computer lesson, university student Education L Information technology T58.5-58.64 Zehra Ozcinar Natalia A. Orekhovskaya Marina N. Svintsova Evgeny G. Panov Elena Iv. Zamaraeva Anvar N. Khuziakhmetov University Students’ Views on the Application of Gamification in Distance Education |
description |
The COVID-19 affecting the whole world has also affected education. Education has changed from face-to-face education to distance education. In distance education, it is the most basic duty of teachers to increase students’ participation in the lesson, motivate their learning and increase their motivation. Gamification, which is one of the new learning approaches that has come to the fore in the education process, can be used for active learning activities in this model. This study was aimed to determine university students’ views on gamified education. In this context, gamification activities were used in the teaching process. In this study, the qualitative research method was used. The study group of the research consists of 30 second-grade students studying at North Cyprus and some Russian Universities, in the Faculty of Education, Department of Preschool Education. The application was carried out within the scope of the computer I course in the 2020–2021 fall semester. The interview form developed by the researchers was used as a data collection tool within the scope of the research. In preparing the interview questions, the final form of the questions was given by taking the opinions of four experts. Content analysis was used in the study of the data. The findings obtained as a result of the research are given in detail in the findings and results section. |
format |
article |
author |
Zehra Ozcinar Natalia A. Orekhovskaya Marina N. Svintsova Evgeny G. Panov Elena Iv. Zamaraeva Anvar N. Khuziakhmetov |
author_facet |
Zehra Ozcinar Natalia A. Orekhovskaya Marina N. Svintsova Evgeny G. Panov Elena Iv. Zamaraeva Anvar N. Khuziakhmetov |
author_sort |
Zehra Ozcinar |
title |
University Students’ Views on the Application of Gamification in Distance Education |
title_short |
University Students’ Views on the Application of Gamification in Distance Education |
title_full |
University Students’ Views on the Application of Gamification in Distance Education |
title_fullStr |
University Students’ Views on the Application of Gamification in Distance Education |
title_full_unstemmed |
University Students’ Views on the Application of Gamification in Distance Education |
title_sort |
university students’ views on the application of gamification in distance education |
publisher |
Kassel University Press |
publishDate |
2021 |
url |
https://doaj.org/article/bce63be4957a4921a04dd331682e839b |
work_keys_str_mv |
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