Students’ Opinions Toward Game Elements Used in Gamification Application

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Yasemin Mert, Yavuz Samur

Abstract

Gamification is defined as the use of game elements in non-game contexts. The use of gamification in education is stated as the successful integration of the course contents to increase the students’ motivation, performance, and attitudes towards the course. However, when gamification is integrated into education, it may result in unexpected outcomes. The aim of study in this context is to examine the students' views towards game elements used in gamification application. Therefore, 12 students’ view from 2nd, 3rd, 4th, 5th, 6th, and 7TH grades were collected to analyze in categories of game elements such as an avatar, feedback/reinforcers/points/reward, leaderboard, use, and announcements-notifications. Qualitative research methods were used to analyze the views from the semi-structured interviews. The findings were evaluated and interpreted in terms of the motivation of students and game elements (points, leaderboard, announcements-notifications, avatar).

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