Abstract

This research was carried out in order to increase students’ participation and motivation of learning with distance education during the Covid-19 pandemic process. It is aimed to determine the effects of including gamification elements in the game programming lesson on students' motivation and active participation in the lesson in the pandemic process. Gamification base assessment is realized according to student performance within the framework. Qualitative research method was used, in order to collect qualitative data open-ended questions were applied. In this study, the participants were in computer programming. According to the research results motivation, active participation, gamification method and gamification base assessment categories are founded. Gamification method category has socialization, social media usage, participation and motivation codes. And gamification base assessment category has fair, appropriate and performance codes. Thus, according to the research finding, it has been determined that gamification has positive effects on learning

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