Evaluation of University Students’ Views on the Gamified Classroom Model
DOI:
https://doi.org/10.3991/ijet.v17i16.32189Keywords:
Keywords: Gamified Education, Distance Education, Distance education management, University Students.Abstract
With this study, it is aimed to determine the opinions of university students about the gamified classroom model. In this context, gamification activities were used in the classroom process of the gamified classroom model. The study group of the research consisted of 62 university education faculty students who are continuing their education in voluntary universities. The research was carried out in the 2021–2022 fall academic year. In the study, university students were trained in a gamified classroom environment for 4 weeks in order to determine their views on the gamified classroom environment. In the research, semi-structured interview questions developed by the researcher were used to collect data. The questions used in the research were collected by university students with voice recorders. The analysis of the data was interpreted in detail with content analysis. As a result of the research, it has been seen that university students have a positive effect on both their motivation and their lessons with gamified education. Kahoot has been the most preferred application among gamified educational environments. It is concluded that gamification trainings increase students’ interest in the lesson, their success and cooperation.
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Copyright (c) 2022 Tolkyn Zhumasheva, Anar Alimbekova , Zhiyenbayeva Saira , Akkenzhe Ussenova , Dolores Nurgaliyeva , Mentor Hamiti
This work is licensed under a Creative Commons Attribution 4.0 International License.