Abstract:The study aims to examine student emotions and behavior in a Gamified Learning Environment (GLE) in detail. In the study, in order to reveal the behavior (dynamics) and feelings (emotions) that emerge within the framework of the mechanics applied in the GLE process, it is within the scope of the main objectives of the study to determine how perceived learning, academic achievement and GLE scores, which we accept as learning outcomes of the process, are predicted by various variables. For this aim, a scale was … Show more
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