In this research, the impact of gamification applications in science education on the science learning motivation of students has been determined and the opinions of students and parents on applications have been discussed. A total of 16 students and their parents partic-ipated in the study. The research was conducted on 4th grade primary students and em-ployed a mixed method consisting of both qualitative and quantitative elements. The moti-vation of students for learning science was obtained through quantitative data, whereas the opinions of students and parents on the usage of gamification applications were gathered through qualitative data. In the study, it was found that applications in science education created a positive impact on the learning motivation of students for science. Additionally, the research results also displayed that students and parents have positive opinions on the usage of gamification in science education.
The aim of this research is to investigate multi-dimensional self-efficacy beliefs of prospective teachers towards creative drama activities in terms of various variables. The study group consists of 288 prospective teachers attending preschool education and classroom teaching degree undergraduate programs of a private university located in Northern Cyprus in 2017-2018 academic year. The "Multi-Dimensional Self-Efficacy Belief Scale of Prospective teachers towards Creative Drama Activities" that was developed by the researchers was used in the research. The scale was applied to prospective teachers, which was consisting of three dimensions to be "classroom management and communication", the second as "learning-teaching process and evaluation" and the third as "planning" towards creative drama activities. As a result of the analyses that were made, pre-school education and classroom teaching prospective teachers have good multidimensional self-efficacy beliefs towards creative drama activities.
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