2019
DOI: 10.30935/cet.590005
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Use of Digital Games in Writing Education: An Action Research on Gamification

Abstract: The aim of the study is to determine the contribution of gamification to writing skills of middle school students. For this study, a lesson plan has been developed to relate Writing and Authorship Skills lesson to the gamification for middle school students. From this lesson plan, it was tried to determine the effectiveness of the teaching process. Therefore, the study was designed as action research. The research group is composed of seventh grade students. Criteria sampling technique was used to determine th… Show more

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Cited by 31 publications
(28 citation statements)
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References 48 publications
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“…These ndings support and build upon existing evidence of the previous research on character identi cation whereby students must identify their own identity and personality with similar roles and attributes of the character to order achieve deep identi cation. Furthermore, this study a rmed that imagination (Kusuma et al, 2018;Bal, 2019) is needed for gami cation which leverages on game design elements to create engagement and imagination (Kapp, 2012). This can be hypothesized that imagination is needed to assume deep identi cation (Cohen, 2006).…”
Section: Character Identi Cation In Uences Design Performancementioning
confidence: 84%
“…These ndings support and build upon existing evidence of the previous research on character identi cation whereby students must identify their own identity and personality with similar roles and attributes of the character to order achieve deep identi cation. Furthermore, this study a rmed that imagination (Kusuma et al, 2018;Bal, 2019) is needed for gami cation which leverages on game design elements to create engagement and imagination (Kapp, 2012). This can be hypothesized that imagination is needed to assume deep identi cation (Cohen, 2006).…”
Section: Character Identi Cation In Uences Design Performancementioning
confidence: 84%
“…The role of the educational digital games in teaching structures, vocabulary, punctuation, and grammar has been emphasized, which is studied in the knowledge-base. Becel (2013) and Bal (2019) suggest making use of digital games in the instruction of writing skills. Aşcı (2019b) has observed the increase in the students' success in the study on morphology teaching through educational digital games.…”
Section: Conclusion and Discussionmentioning
confidence: 99%
“…The implications for the usage of electronic storybooks in Turkish courses and the number of these kinds of studies have raised recently (Özcan & Yavuz, 2020;Dayan & Girmen, 2018). Because of the e-storybooks used in Turkish courses, students' reading and listening skills, namely comprehension skills have been developed with an increase in their vocabulary, and also, their writing skills have been improved since they have the opportunity to recognize spelling and punctuation rules (Becel, 2013;Işık, 2013;Bal, 2019). Including audio components, the educational digital games develop students' listening and speaking skills.…”
Section: Educational Digital Games and Turkish Language Instructionmentioning
confidence: 99%
“…Tomando en cuenta la evidencia empírica (El Tantawi, Sadaf y AlHumaid, 2016;Lam, Hew y Chiu, 2018;Yavuz et al, 2020;Ibañez, 2015;Bal, 2019;Gallego y Ágredo, 2016;García, F., García, O. y Martín, 2018;Boulaid y Moubtassime, 2019), se puede sugerir que la gamificación funciona como una técnica de aprendizaje que facilita el desarrollo de la destreza de la escritura de una manera diferente y divertida, creando un camino que motiva a seguir con el uso de ésta.…”
Section: Efectos De La Gamificación En Aspectos Lingüísticos (Macro-s...unclassified