Dergiler / Education Reform Journal / 2022 / Cilt: 7 - Sayı: 1

The Effect of Gamification on Learner Motivation: A Meta-Analysis Study

Sayfa
1–15
Yayın Tarihi
2022-06-30
DOI
—
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⚡ TL;DR(1 Cümlede Hızlı Çıkarım)

Some suggestions were made in line with the research results.

📌 3 Maddede Bu Makale

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Amaç & Hipotez:Although plenty of research has been carried out in order to determine the effect of gamification on learner motivation, a specific meta-analysis hasn’t been encountered in the relevant literature.
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Temel Bulgular & Veri:The purpose of this study was to combine the experimental research results examining the effect of gamification on learner motivation and conducted between the years of 2010-2017 through a meta-analysis.
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Sonuç & Katkı:Some suggestions were made in line with the research results.
🔬Tür:Modelleme & Sayısal Simülasyon
📍Kapsam:2010-2017 Verileri
⚙️Değişkenler:Gamification · meta-analysis · learner motivation

Abstract

Although plenty of research has been carried out in order to determine the effect of gamification on learner motivation, a specific meta-analysis hasn’t been encountered in the relevant literature. The purpose of this study was to combine the experimental research results examining the effect of gamification on learner motivation and conducted between the years of 2010-2017 through a meta-analysis. The random effects model was used in the study and the mean value for the effect size was estimated to be Hedges’ g = .54. The obtained Hedges’ g value corresponds to the moderate level of effect. Within the scope of the present study, the sub-group analyses for the type of publication, the country where the research was conducted and the number of elements used in the design were also performed and it was determined that the effect size did not differ significantly according to the relevant sub-groups. Some suggestions were made in line with the research results.

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Bu Makaleye Atıf Yap

YILDIRIM, İ., ÇIRAK-KURT, S. (2022). The Effect of Gamification on Learner Motivation: A Meta-Analysis Study. Education Reform Journal, Cilt: 7 - Sayı: 1, 1–15. https://ajindex.com/articles/829334

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Kaynakça (9)

  1. Note: References with asterisk (*) indicate studies included to meta-analysis. Ayaz, M. F., & Söylemez, M. (2015). The effect of the project-based learning approach on the academic achievements of the students in science classes in Turkey: A Meta-Analysis Study. Education and Science, 178, 255-283. *Barrio, C. M., Muñoz-Organero, M., & Soriano, J. S. (2016). Can gamification improve the benefits of student response systems in learning? An experimental study. IEEE Transactions on Emerging Topics in Computing, 4(3), 429-438.
  2. Bell, K. R. (2014). Online 3.0---the rise of the gamer educator the potential role of gamification in online education (Order No. 3635727). Available from ProQuest Dissertations & Theses Global. (1615085697). Retrieved from http://search.proquest.com/docview/1615085697?accountid=15958
  3. Bogost, I. (2011). Why gamification is bullshit. In S. P. Walz & S. Deterding (Eds.), The gameful world: Approaches, issues, applications (pp.65-80).
  4. London, England: The MIT Press.
  5. Borenstein, M., Hedges, L. V., Higgins, J. P. T., & Rothstein, H. R. (2009). Introduction to meta-analysis. Hoboken, NJ: Wiley. *Brühlmann, F. (2015). The Effects of Framing in Gamification: A Study of Failure. Unpublished Master Thesis. University of Basel, Switzerland. Buckley, P., & Doyle, E. (2016) Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175. Doi: 10.1080/10494820.2014.964263. Bunchball, Inc (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior. White paper. Chorney, A. I. (2012). Taking the game out of gamification. Dalhousie Journal of Interdisciplinary Management, 8(1), 1-14.
  6. Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2. edition). Hillsdale, NJ: Lawrence Earlbaum Associates. Cooper, H., Hedges, L. V., & Valentine, J. C. (2009). The handbook of research synthesis and metaanalysis (2nd edition). New York, NY: Russell Sage Publication. de Sousa Borges, S., Durelli, V. H., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. SAC'14 (pp. 217-222).
  7. ACM. Deci, E., & Ryan, R. (1985). Intrinsic motivation and self-determination in human behavior. New York: Plenum Press.
  8. Denny, P. (2013). The effect of virtual achievement son student engagement. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Presented at CHI13'. ACM, pp.763–772.
  9. Deterding, S. (2011). Situated motivational affordances of game eleme