Investigating the Performance and Engagement of 6th Grade Students Under the Condition of Gamification Implementation


Polat E., Göktaş Y.

Journal of Modern Technology and Engineering, cilt.7, sa.3, ss.242-252, 2022 (Hakemli Dergi)

  • Yayın Türü: Makale / Tam Makale
  • Cilt numarası: 7 Sayı: 3
  • Basım Tarihi: 2022
  • Dergi Adı: Journal of Modern Technology and Engineering
  • Derginin Tarandığı İndeksler: EBSCO Education Source
  • Sayfa Sayıları: ss.242-252
  • Orta Doğu Teknik Üniversitesi Adresli: Evet

Özet

Gamification is the use of game design elements (gamification components) to drive motivation and engagement in non-game environments. The purpose of this quasi-experimental study is to examine the effects of gamification elements included in the ClassDojo classroom management application on student academic achievement and engagement. The study sample consists of 50 6th-grade students. Unlike the group without gamification, the gamification elements (avatars, scoreboards, nicknames, and leaderboards) included in ClassDojo were also used in the gamified group. Data leading up to the study were collected using the IT Achievement Test and the Engagement Questionnaire, which were given at the end of the four-week implementation process in the gamified and non-gamified groups. The Mann-Whitney U test was used to compare the means of the group tests. There was no significant difference between groups for the achievement variable. However, the difference in engagement scores was statistically significant in favor of the gamified group. In addition, the gamification elements caused a significant difference in the engagement scores of male and female students in the gamified group. Female students in the gamified group showed higher engagement than male students. ın conclusion, it can be said that gamification effectively increases students’ engagement in class.