dc.contributor.author |
Saran, Murat
|
|
dc.contributor.author |
Al-Magsoosi, Daleh
|
|
dc.contributor.author |
Mohammed, Deena
|
|
dc.date.accessioned |
2020-11-30T11:26:33Z |
|
dc.date.available |
2020-11-30T11:26:33Z |
|
dc.date.issued |
2018 |
|
dc.identifier.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. |
tr_TR |
dc.identifier.uri |
http://hdl.handle.net/20.500.12416/4270 |
|
dc.description.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 |
tr_TR |
dc.language.iso |
eng |
tr_TR |
dc.rights |
info:eu-repo/semantics/openAccess |
tr_TR |
dc.subject |
Gamification |
tr_TR |
dc.subject |
E-Learning |
tr_TR |
dc.subject |
Performance |
tr_TR |
dc.subject |
Moodle |
tr_TR |
dc.title |
Gamification in e-learning: The Effect on Student Performance |
tr_TR |
dc.type |
conferenceObject |
tr_TR |
dc.relation.journal |
9th Annual International Conference on Computer Science Education: Innovation and Technology (CSEIT 2018) |
tr_TR |
dc.contributor.authorID |
17753 |
tr_TR |
dc.contributor.department |
Çankaya Üniversitesi, Mühendislik Fakültesi, Bilgisayar Mühendisliği Bölümü |
tr_TR |