| Makale Türü | Özgün Makale (SSCI, AHCI, SCI, SCI-Exp dergilerinde yayınlanan tam makale) | ||
| Dergi Adı | Education and Information Technologies (Q1) | ||
| Dergi ISSN | 1360-2357 Wos Dergi Scopus Dergi | ||
| Dergi Tarandığı Indeksler | SSCI | ||
| Makale Dili | İngilizce | Basım Tarihi | 11-2025 |
| Cilt / Sayı / Sayfa | 30 / 17 / 24137–24171 | DOI | 10.1007/s10639-025-13731-1 |
| Makale Linki | https://link.springer.com/article/10.1007/s10639-025-13731-1 | ||
| UAK Araştırma Alanları |
Eğitim/Öğretim Teknolojileri
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| Özet |
| Gamification has emerged as a promising educational strategy, offering dynamic solutions to address challenges in fostering self-regulated learning (SRL) skills in middle school students, particularly within the context of science education. These skills, including goal-setting, progress monitoring, and reflective practices, are critical for navigating complex scientific concepts. Despite its potential, gaps remain in understanding how gamified mobile learning impacts key educational outcomes. This study investigates the effects of a gamified mobile-based SRL approach on middle school students’ academic achievement, motivation, enjoyment, and engagement in science education. Using an experimental design, 64 students were divided into a gamified mobile-based SRL group and a non-gamified control group. The results demonstrated significantly higher outcomes for the gamified group across all measures … |
| Anahtar Kelimeler |
| Academic achievement | Enjoyment | Gamification | Middle school students | Mobile-based learning | Motivation | Science education | Self-regulated learning | Student engagement |
| Atıf Sayıları | |
| Scopus | 1 |
| Google Scholar | 3 |
| Dergi Adı | Education and Information Technologies |
| Yayıncı | Kluwer Academic Publishers |
| Açık Erişim | Hayır |
| ISSN | 1360-2357 |
| E-ISSN | 1573-7608 |
| CiteScore | 11,8 |
| SJR | 1,654 |
| SNIP | 2,689 |