Gamifying mobile-based science education: enhancing self-regulated learning skills in middle school students
Yazarlar (2)
Hüseyin Ateş Kırşehir Ahi Evran Üniversitesi, Türkiye
Dr. Öğr. Üyesi Cansu Şahin KÖLEMEN Beykoz Üniversitesi, Türkiye
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
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
BM Sürdürülebilir Kalkınma Amaçları
Atıf Sayıları
Scopus 1
Google Scholar 3
Gamifying mobile-based science education: enhancing self-regulated learning skills in middle school students

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