The Effect of gamified instruction about computer technology terms on undergraduate students’ achievement

Mizam, Nigar
The purpose of this study is to find out how gamified instruction affects the undergraduate learners’ achievement in computer technology terms. The study designed as experimental study. For this study, 34 first year undergraduate students from Department of Computer Education and Instructional Technology at Middle East Technical University were selected. In this study, randomized posttest-only control group design was used to control testing threat to internal validity. Gamified and nongamified groups were randomly assigned to make groups equivalent. In this study, midterm exam as posttest and online activities’ scores were used as instrument for achievement. The data were collected by using online activities during treatment and midterm exam as posttest at the end of the semester. Quantitative statistical analyzing methods were used to analyze the data. Results showed that students in gamified and nongamified groups had same level of achievement on online activities and midterm exam.


Sevim, Nese; Kaplan, Göknur; Islim, Omer Faruk (2012-07-04)
The current study is designed as a quantitative study, which aims to investigate preservice ICT teachers' perceptions about the use of digital games for educational purposes within educational settings. The participants of the study are preservice ICT teachers who are currently enrolled in the Middle East Technical University, which is one of the top-notch universities in Turkey as well as one of the top 100 universities in the world. In this study, survey method was used. A questionnaire that contained fif...
The effects of computer-assisted instruction on the achievement, attitudes and retention of fourth grade mathematics students in North Cyprus
Pilli, Olga; Aksu, Meral (2013-03-01)
The purpose of this study was to examine the effects of the educational software Frizbi Mathematics 4 on 4th grade student's mathematics achievement, retention, attitudes toward mathematics and attitude toward computer assisted learning. Two groups (experimental and control) of students from the state primary school in Gazimagusa, North Cyprus were used in this study. The control group was taught using a lecture-based traditional instruction and experimental group was taught using educational software, name...
The Effect of Game-based ComputationalThinking Workshops on Students’ ComputationalThinking Skills”
Çakır, Nur; Çakır, Murat Perit (null; 2019-08-16)
This study explores the potential benefits of game design workshops to harness students’ enthusiasm for computer science. The workshop aimed to engage participants in age-appropriate activities that focus on computational thinking skills through the lens of creating their own game. During the workshop participants explored computational thinking in the context of both paper-based and computerized game design activities. A web-based game design interface that allows students to develop and play a game as sim...
The Effect of Computer Network Simulators on Students’ Motivation and Learning
Güllü, Halil; Delialioğlu, Ömer (2018-07-01)
The purpose of this study is to explore students’ attitude, motivation and learning in introductory networking courses where a simulator was utilized for doing practice on the content. Basic qualitative research method was utilized to seek answers to the research question. Data was collected by individual interviews, conducted to 12 undergraduate and 5 graduate students. The interview data was transcribed and analyzed trough content analysis to find out the themes and categories. Analysis of data culminated...
The keys for ICT integration in K-12 education: Teachers' perceptions and usage
GÖKTAŞ, YÜKSEL; Yıldırım, Zahide; Yildirim, Soner (2008-01-01)
The purpose of this study is to investigate the current status of K-12 teachers' Information and Communication Technologies (ICT) perceptions and ICT usage in their courses. The researchers used both quantitative and qualitative research approaches within data collection and analysis section. Quantitative data were collected with I a questionnaire from 1429 K-12 teachers in 92 K-12 schools at 35 provinces of 12 different regions in Turkey through. a representative convenience sampling method. Qualitative da...
Citation Formats
N. Mizam, “The Effect of gamified instruction about computer technology terms on undergraduate students’ achievement,” Thesis (M.S.) -- Graduate School of Natural and Applied Sciences. Computer Education and Instructional Technology., Middle East Technical University, 2019.