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Impact of Gamification Applications on Students' Attitudes towards Lesson and Procrastination Behaviors

Title: Impact of Gamification Applications on Students' Attitudes towards Lesson and Procrastination Behaviors
Language: English
Authors: Tatli, Zeynep (ORCID 0000-0001-9503-3048); Gülay, Ahmet (ORCID 0000-0002-7700-0768); Mert, Arzu (ORCID 0009-0001-6597-3503)
Source: International Journal of Contemporary Educational Research. Jun 2023 10(2):522-534.
Availability: International Journal of Contemporary Educational Research. e-mail: ijceroffice@gmail.com; Web site: http://ijcer.net
Peer Reviewed: Y
Page Count: 14
Publication Date: 2023
Document Type: Journal Articles; Reports - Research
Education Level: Elementary Education; Grade 4; Intermediate Grades
Descriptors: Student Attitudes; Elementary School Students; English (Second Language); Second Language Instruction; Grade 4; Gamification; Program Effectiveness; Student Behavior; Time Management; Student Motivation; Foreign Countries
Geographic Terms: Turkey
ISSN: 2148-3868
Abstract: The aim of this study is to evaluate the effectiveness of foreign language teaching with gamification applications in primary school. In this research, embedded design, which is one of the mixed methods in which quantitative and qualitative methods are used together, has been adopted. The study group for this research is comprised of 33 students in 4th grade at a primary school. Research data were collected through an attitude scale for English lessons in primary school, homework, a follow-up chart, and a semi-structured interview. The data of the scale were subjected to inferential statistics; the data of the chart were subjected to descriptive statistic s; and the data of the interview were subjected to content analysis. According to the findings of the study, the gamification applications significantly increase the attitude of primary school students and have a positive effect on procrastination behaviors. In addition, primary school students have positive evaluations of these applications as making the learning process fun, increasing their curiosity to learn, increasing their participation in the lesson, and increasing their desire to be successful. In line with these results of the research, it is recommended to use gamification applications in education for effective teaching.
Abstractor: As Provided
Entry Date: 2023
Accession Number: EJ1393655
Database: ERIC