E-Öğrenme Ortamlarında Oyunlaştırma Kullanımının Öğrenenlerin Akademik Başarısına ve Derse Katılım Durumuna Etkisinin İncelenmesi

2020-04-01
Bu çalışmanın amacı e-öğrenme ortamlarında oyunlaştırma kullanılmasının öğrencilerin akademik başarısı ve derse katılım durumlarına etkisini incelemektir. Çalışmada, deney grubu öğrencileri oyunlaştırılmış e-öğrenme ortamını kullanırken, kontrol grubu öğrencileri geleneksel e-öğrenme ortamını kullanmışlardır. Araştırmaya 2015-2016 eğitim öğretim yılında bir devlet üniversitesinde öğrenim gören 46 birinci sınıf öğrencisi katılmıştır. Karma bir araştırma olarak yürütülen çalışmada araştırmacı tarafından geliştirilen akademik başarı testi, yarı yapılandırılmış görüşme formu ve Moodle ÖYS kayıtları veri toplama aracı olarak kullanılmıştır. Çalışma sonunda deney grubu öğrencileri ile kontrol grubu öğrencilerine ait son test ve izleme testi puanları arasında anlamlı fark bulunamamıştır. Her iki gruba ait derse katılım durumları incelendiğinde, deney grubu öğrencilerinin kontrol grubundan daha yüksek sayfa görüntüleme sayısına sahip oldukları ve eğitsel etkinliklere daha yüksek katılım gösterdikleri tespit edilmiştir. Son olarak, deney grubu öğrencileri e-öğrenme ortamının oyunlaştırılmasında kullanılan bileşenlerin, motive edici, ilerlemelerini takip etmelerini kolaylaştıran ve etkinlikleri tamamlamaya yönelten bir yapıya sahip olduklarını ifade etmişlerdir.
Celal Bayar Üniversitesi Sosyal Bilimler Dergisi

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Citation Formats
Y. Tunga, “E-Öğrenme Ortamlarında Oyunlaştırma Kullanımının Öğrenenlerin Akademik Başarısına ve Derse Katılım Durumuna Etkisinin İncelenmesi,” Celal Bayar Üniversitesi Sosyal Bilimler Dergisi, pp. 339–356, 2020, Accessed: 00, 2020. [Online]. Available: https://hdl.handle.net/11511/31255.