Evaluation of University Students’ Views on the Gamified Classroom Model

Authors

  • Tolkyn Zhumasheva Department of Preschool Education and Social Pedagogy, Abai Kazakh National Pedagogical University, 050010, 13 Dostyk, Almaty, Kazakhstan
  • Anar Alimbekova Department of ‘Preschool Education and Social Pedagogy’, Institute of Pedagogy and Psychology of the Abay Kazakh National Pedagogical University
  • Zhiyenbayeva Saira Faculty of Social Sciences L.N. Gumilyov Eurasian National University
  • Akkenzhe Ussenova of Pedagogy and Psychology, Department of Modern Pedagogy and Psychology, M. Auezov South Kazakhstan University
  • Dolores Nurgaliyeva Department of Preschool Education and Social Pedagogy at the Kazakh National Pedagogical Uni-versity, Kazakhstan
  • Mentor Hamiti South East European University, Ilindenska 335, Tetovo 1200, Republic of North Macedonia

DOI:

https://doi.org/10.3991/ijet.v17i16.32189

Keywords:

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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Published

2022-08-31

How to Cite

Zhumasheva, T. ., Alimbekova , A. ., Saira , Z. ., Ussenova , A. ., Nurgaliyeva , D. ., & Hamiti , M. . (2022). Evaluation of University Students’ Views on the Gamified Classroom Model. International Journal of Emerging Technologies in Learning (iJET), 17(16), pp. 21–32. https://doi.org/10.3991/ijet.v17i16.32189

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Papers