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Gamifying Mobile-Based Science Education: Enhancing Self-Regulated Learning Skills in Middle School Students    
Yazarlar (2)
Doç. Dr. Hüseyin ATEŞ Doç. Dr. Hüseyin ATEŞ
Kırşehir Ahi Evran Üniversitesi, Türkiye
Cansu Şahin Kölemen
Türkiye
Devamını Göster
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, highlighting the approach’s effectiveness in enhancing interactive, student-centered learning. This study contributes valuable insights into integrating gamification with mobile technologies to support SRL and improve science education outcomes.
Anahtar Kelimeler
Academic achievement | Enjoyment | Gamification | Middle school students | Mobile-based learning | Motivation | Science education | Self-regulated learning | Student engagement
Makale Türü Özgün Makale
Makale Alt Türü SSCI, AHCI, SCI, SCI-Exp dergilerinde yayınlanan tam makale
Dergi Adı Education and Information Technologies
Dergi ISSN 1573-7608 Wos Dergi Scopus Dergi
Dergi Tarandığı Indeksler SSCI
Dergi Grubu Q1
Makale Dili İngilizce
Basım Tarihi 03-2025
Sayı 1
Doi Numarası 10.1007/s10639-025-13731-1