2021
DOI: 10.1007/s10758-021-09566-7
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The Effect of Gamification on Home Economics Students' Motivation and Engagement in Drawing Activities

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Cited by 7 publications
(7 citation statements)
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“…In general, it can be said that students' self-efficacy expanded because they had the chance to learn about textile weaving and practice the skill in depth by exploring pertinent information in the interactive multimedia content. Students are inclined to learn when they experience interesting and engaging learning activities [9] including hands-on events and tasks that facilitate teamwork [7]. As students attend face-to-face classes and ask their teacher questions about subjects or themes they do not understand in the flipped classroom, this condition increases student self-efficacy and academic achievement.…”
Section: Synthesis Conclusion Limitations and Recommendationsmentioning
confidence: 99%
See 1 more Smart Citation
“…In general, it can be said that students' self-efficacy expanded because they had the chance to learn about textile weaving and practice the skill in depth by exploring pertinent information in the interactive multimedia content. Students are inclined to learn when they experience interesting and engaging learning activities [9] including hands-on events and tasks that facilitate teamwork [7]. As students attend face-to-face classes and ask their teacher questions about subjects or themes they do not understand in the flipped classroom, this condition increases student self-efficacy and academic achievement.…”
Section: Synthesis Conclusion Limitations and Recommendationsmentioning
confidence: 99%
“…With the increasing infiltration of 21st-century technologies into classroom activities [5][6][7], the flipped classroom (FC) approach has gained traction in high school [8]. Further, the FC approach has attained popularity in recent years as a technology-supported instructional innovation that utilises the classroom period for students to actively engage in interactive learning tasks, which incorporate scaffolding and individualised feedback from the teacher, while teachers' conventional teaching approach is delivered via asynchronous video lessons outside of the class period [9,10].…”
Section: Introductionmentioning
confidence: 99%
“…Studies on gamification were available that deal with one or more sub-dimensions of engagement. Erümit and Yılmaz (2022) found out that gamification activities enriched with various game elements (competition, leaderboard, level-up, points, prizes, cups, and badges), and Kahoot as the gamified application had a significantly positive effect on undergraduate students' There is a strong relationship between motivation and engagement if a learning environment is enriched with more enjoyable gamification activities (Adams & Du Preez, 2022;Baiden et al, 2022;Jayalath & Esichaikul, 2022). That is why many studies focus on gamification elements and tools in the literature.…”
Section: Engagement In Gamificationmentioning
confidence: 99%
“…This study aims to explore the adoption of new pedagogic activities, strategies and techniques by implementing gamification where teachers are tasked with experimenting on the use of new activities and strategies in their class and score points either through delivering or designing new activities for other teachers to use, or by observing teachers' experimentation and offering feedback. Vlachopoulos and Makri (2017) and Baiden et al (2022) highlight the motivational benefits of using gamification through technology to embed practices and achieve outcomes in educational organisations. It is used in the context of this study as a method for assessing the efficiency of individual take up of teaching strategies, techniques or activities that are shared through a process of collaborative, observation and reflection.…”
Section: Introductionmentioning
confidence: 99%