3.8 Article

Use of Gamification Applications in Science Education

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INT ASSOC ONLINE ENGINEERING
DOI: 10.3991/ijet.v14i01.8894

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ClassDojo; Gamification; Motivation; Parents; Primary school; Student

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In this research, the impact of gamification applications in science education on the science learning motivation of students has been determined and the opinions of students and parents on applications have been discussed. A total of 16 students and their parents participated in the study. The research was conducted on 4th grade primary students and employed a mixed method consisting of both qualitative and quantitative elements. The motivation of students for learning science was obtained through quantitative data, whereas the opinions of students and parents on the usage of gamification applications were gathered through qualitative data. In the study, it was found that applications in science education created a positive impact on the learning motivation of students for science. Additionally, the research results also displayed that students and parents have positive opinions on the usage of gamification in science education.

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