Creating Integration Situations of Students’ Computer Lesson and Learning with Gamification

2022

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DOI 10.3991/ijet.v17i19.32177
Data confidence 70 medium
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Abstract

The general purpose of this research is to determine the state of high school students integrating their learning through computer lessons and gamification. Content analysis method was used in the research. The research was carried out in the spring term of 2020–2021. The sample of the study consists of 56 high school students. During the data collection process, a semi-structured interview form developed by the researchers and prepared by taking the opinions of three different field experts was applied. Answers were sought from high school students to questions such as the use of the internet in education, the advantages of gamification in education, the disadvantages of gamification in education, their views on the educational environment and their use of information technologies. Grouping method was used for data analysis and individual results were collected in different group environments. According to the results of the research, it was concluded that the gamification application made the lesson more fun and increased the motivation of the students. Finally, students found it positive to integrate learning through computer lessons with gamification, and it is thought that conducting a similar study will benefit the literature. Keywords: Gamification, Computer lesson, Technology in Education, High School Students.