Çankaya GCRIS Standart veritabanının içerik oluşturulması ve kurulumu Research Ecosystems (https://www.researchecosystems.com) tarafından devam etmektedir. Bu süreçte gördüğünüz verilerde eksikler olabilir.
 

Gamification in e-learning: The Effect on Student Performance

No Thumbnail Available

Date

2018

Authors

Saran, Murat
Al-Magsoosi, Daleh
Mohammed, Deena

Journal Title

Journal ISSN

Volume Title

Publisher

Open Access Color

OpenAIRE Downloads

OpenAIRE Views

Research Projects

Organizational Units

Journal Issue

Events

Abstract

The aim of this study is to analyze the effects of gamification elements such as points, level-up, badges and leaderboard in Moodle learning management system on students' performance. Forty-seven computer science students were participated in the online Computer Architecture course in two different settings. Students of the experimental group studied with gamification tools (points, level-up, badges and leaderboard) and students of the control group had access to the same content and activities without the gamification elements. The results indicated that students in the experimental group had higher grades than the control group students indicating a statistically significant difference regarding the students' performance on post-test scores

Description

Keywords

Gamification, E-Learning, Performance, Moodle

Turkish CoHE Thesis Center URL

Fields of Science

Citation

Saran, Murat; Al-Magsoosi, Daleh; Mohammed, Deena. "Gamification in e-learning: The Effect on Student Performance", 9th Annual International Conference on Computer Science Education: Innovation and Technology (CSEIT 2018), 2018.

WoS Q

Scopus Q

Source

9th Annual International Conference on Computer Science Education: Innovation and Technology (CSEIT 2018)

Volume

Issue

Start Page

End Page