{"title":"Yönetim Bilişim Sistemleri Bölümü Öğrencilerinin Oyunlaştırmaya Yönelik Algı ve Motivasyonunun Belirlenmesi Üzerine Bir Çalışma","authors":"Demet Soylu, Özgür Külcü","doi":"10.33721/by.916641","DOIUrl":null,"url":null,"abstract":"Gamification is one of the innovative educational methodologies of the digital era. The gamification which has begun to be used in different disciplines with the development of information and communication technologies aim s to transmit the contents that are critical but not entertaining enough to the target group through a playful design. In order to adapt to the digital era, it has become a necessity to design learning environments and curriculum content in accordance with the changing learning behaviors of Generation Z. At this point, gamification is a key tool. Also, it is important to take the expectations and opinions of the target group into consideration to make successful and effective gamified designs. In learning environments meeting the expectation of students, motivation and therefore, performance of the student will be higher. This study was carried out in order to reveal the perception and motivation of 2nd grade students studying in the Department of Management Information Systems in Beyazıt University. In this study, descriptive method was used. The research question was formulated as “What is the perception and motivation of the students of Department of Management Information Systems of Ankara Yıldırım Beyazıt University?”. Within the frame of the study, a survey form comprised of five sections was used. The research population is comprised of 337 students. The survey was employed to 43 students. As a result of the study, it was found out that majority of the students had a positive perception and attitude towards gamification and they prefer that the courses should be gamified.","PeriodicalId":143631,"journal":{"name":"Bilgi Yönetimi","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Bilgi Yönetimi","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33721/by.916641","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Gamification is one of the innovative educational methodologies of the digital era. The gamification which has begun to be used in different disciplines with the development of information and communication technologies aim s to transmit the contents that are critical but not entertaining enough to the target group through a playful design. In order to adapt to the digital era, it has become a necessity to design learning environments and curriculum content in accordance with the changing learning behaviors of Generation Z. At this point, gamification is a key tool. Also, it is important to take the expectations and opinions of the target group into consideration to make successful and effective gamified designs. In learning environments meeting the expectation of students, motivation and therefore, performance of the student will be higher. This study was carried out in order to reveal the perception and motivation of 2nd grade students studying in the Department of Management Information Systems in Beyazıt University. In this study, descriptive method was used. The research question was formulated as “What is the perception and motivation of the students of Department of Management Information Systems of Ankara Yıldırım Beyazıt University?”. Within the frame of the study, a survey form comprised of five sections was used. The research population is comprised of 337 students. The survey was employed to 43 students. As a result of the study, it was found out that majority of the students had a positive perception and attitude towards gamification and they prefer that the courses should be gamified.