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dc.contributor.authorTemel, Tuba
dc.contributor.authorCesur, Kürşat
dc.date.accessioned2025-01-20T12:35:46Z
dc.date.available2025-01-20T12:35:46Z
dc.date.issued2024en_US
dc.identifier.issn2158-2440
dc.identifier.urihttps://doi.org/10.1177/21582440241247928
dc.identifier.urihttps://hdl.handle.net/20.500.12462/15847
dc.descriptionTemel, Tuba (Balikesir Author)en_US
dc.description.abstractNew teaching and learning practices related to gamified tools in online learning environments have become even more important during the pandemic and will continue to reshape educational processes, including higher education institutions, in the post-pandemic period. In line with this, the present study aimed to investigate the effects of gamification with Web 2.0 tools including Kahoot!, Socrative, Quizizz, and Mentimeter on EFL learners’ motivation and academic achievement levels in online learning environments through a quasi-experimental research method and was based on a mixed-method sequential explanatory research design. The participants of the study are 60 freshman learners studying at a state university in T€urkiye. The data were obtained through a scale, an Achievement Test, and a semi-structured interview. The quantitative data were analyzed via statistical measures, and the qualitative data were analyzed through content analysis. The findings indicated that the treatment via gamified Web 2.0 tools had a statistically significant difference in favor of the experimental group in terms of the participants’ motivation/course interest levels and the experimental group scored higher on the Achievement Test compared to the control group.en_US
dc.language.isoengen_US
dc.publisherSAGE Publications Inc.en_US
dc.relation.isversionof10.1177/21582440241247928en_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/us/*
dc.subjectGamificationen_US
dc.subjectMotivationen_US
dc.subjectWeb 2.0 Toolsen_US
dc.subjectOnline Learningen_US
dc.subjectAcademic Achievementen_US
dc.titleThe effect of gamification with web 2.0 tools on efl learners' motivation and academic achievement in online learning environmentsen_US
dc.typearticleen_US
dc.relation.journalSage Openen_US
dc.contributor.departmentYabancı Diller Yüksekokuluen_US
dc.contributor.authorID:0000-0003-4438-060Xen_US
dc.contributor.authorID0000-0001-5091-9793en_US
dc.identifier.volume14en_US
dc.identifier.issue2en_US
dc.identifier.startpage1en_US
dc.identifier.endpage19en_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US


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