2022
DOI: 10.18662/brain/13.2/330
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The Attitudes of Teacher Candidates towards the Gamification Process in Education

Abstract: In this study, pre-service teachers' attitudes towards the gamification process were discussed. Descriptive scanning method, one of the quantitative methods, was used in the study, and the data were analyzed and tabulated. The Gamification process scale developed by Baydaş and Çiçek was used to collect the data to be used. A total of 67 teacher candidates, including 42 special education and 25 classroom teachers, participated in the study. The data obtained from the pre-service teachers were taken online via G… Show more

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Cited by 16 publications
(16 citation statements)
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“…[ 19 ] Moreover, infographics are used in education to present complex information clearly and concisely. [ 20 ] Infographics are effective in educational settings because they employ images to highlight, explain, or enhance text-based content. Despite their complexity, they have a unique ability to catch attention, transmit information, and increase data retention.…”
Section: Discussionmentioning
confidence: 99%
“…[ 19 ] Moreover, infographics are used in education to present complex information clearly and concisely. [ 20 ] Infographics are effective in educational settings because they employ images to highlight, explain, or enhance text-based content. Despite their complexity, they have a unique ability to catch attention, transmit information, and increase data retention.…”
Section: Discussionmentioning
confidence: 99%
“…The enthusiastic student engagement with alternative teaching modalities aligns with previous studies regarding student perceptions of infographics. Post-secondary education students overwhelmingly prefer infographics to plain text and perceive them to be a more engaging modality that facilitates learning at more rapid pace [ 20 ]. The use of student-created infographics in the medical setting can offer several unique benefits.…”
Section: Discussionmentioning
confidence: 99%
“…Gamification refers to the incorporation of game design elements such as point systems, leaderboards, and rewards into non-gaming contexts (Høiseth et al, 2021). The goal of gamification is to increase motivation, engagement and participation in activities that are not inherently fun or interesting by making them more enjoyable through game-like (Bicen et al, 2022) Lettera web is based mainly on the gamification methodology. Games have long been known in the educational world for their effectiveness in applying goals such as having fun, socializing, and learning, and consequences such as winning and losing according to a specific rule system (Baran et al, 2018).…”
Section: Game-based Learningmentioning
confidence: 99%