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Abstract


The Effect of The Gamification Activity Used in Science Course on Students’ Academic Achievements
This research aims to investigate whether the evaluation activity prepared by the method of gamification method has an effect on students' academic success. Un-equalized control group quasi-experimental design was used in this study. This study was carried out with 63 students attending 6th grade. It has been found 33 students in the control group and 30 students in the experimental group. The study lasted approximately 6 weeks. A multiple-choice pre- and post- achievement test were applied to the control group. The same as the pre- and post-success test applied to the control group was performed by plickers. The data were analyzed by using SPSS package program. In the analysis of the data, statistical techniques such as Independent Sample T-Test, Mann Whitney U Test, Wilcoxon Signed Rank Test and Dependent Sample T-Test were used. According to the results of the study, it was seen that at the achievement was no significant difference between the students in the experimental and control groups before the application. However, a significant difference was found in favor of the experimental group at the end of the application.

Keywords
Gamification, Plickers, Success


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