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dc.contributor.authorBozkurt, Aras
dc.contributor.authorDurak, Gurhan
dc.date.accessioned2019-10-22T20:07:22Z
dc.date.available2019-10-22T20:07:22Z
dc.date.issued2018
dc.identifier.issn2155-6849
dc.identifier.issn2155-6857
dc.identifier.urihttps://dx.doi.org/10.4018/IJGBL.2018070102
dc.identifier.urihttps://hdl.handle.net/11421/22309
dc.descriptionWOS: 000456111900002en_US
dc.description.abstractGamification is an innovative approach that aims to increase users' engagement and motivation and provide sustainable experiences. It has recently become widely known and is an approach that is being used in many fields. This article intends to identify and map trends and patterns in gamification research. For this purpose, this article employs a systematic review in which document and content analysis were used. Research findings have revealed that conceptual/descriptive papers outweigh other type of papers; however, quantitative and qualitative papers are showing an increasing trend. Lexical analysis demonstrated that education, teaching, and learning; engagement, motivation, and behavior change, and gamified designs, are emerging concepts. Keyword analysis revealed that gamification, engagement, and motivation are most frequently used keywords. Gamification articles are mostly related to the education field. Self-Determination Theory, Flow Theory, and MDA (Mechanics, Dynamics, and Aesthetic) Framework appeared to be the most beneficial lenses in gamification studies.en_US
dc.description.sponsorshipAnadolu University, Scientific Research Project Commission [1705E413]en_US
dc.description.sponsorshipThis study is supported by Anadolu University, Scientific Research Project Commission under the grand no: 1705E413.en_US
dc.language.isoengen_US
dc.publisherIgi Globalen_US
dc.relation.isversionof10.4018/IJGBL.2018070102en_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectGameful Designen_US
dc.subjectGamificationen_US
dc.subjectGamified Learningen_US
dc.subjectResearch Trendsen_US
dc.subjectSystematic Reviewen_US
dc.titleA Systematic Review of Gamification Research: In Pursuit of Homo Ludensen_US
dc.typereviewen_US
dc.relation.journalInternational Journal of Game-Based Learningen_US
dc.contributor.departmentAnadolu Üniversitesi, Sosyal Bilimler Enstitüsü, Uzaktan Eğitim Anabilim Dalıen_US
dc.identifier.volume8en_US
dc.identifier.issue3en_US
dc.identifier.startpage15en_US
dc.identifier.endpage33en_US
dc.relation.publicationcategoryDiğeren_US]
dc.contributor.institutionauthorBozkurt, Aras


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