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This study investigated the effects of gamification on learning seasons and their impact on human life as measured by gamified multiple choice tests. To this end, a Solomon four research design and corresponding independent and dependent t-tests served data analysis. The results revealed that gamification did not have a significant and sustainable effect on learning the content and there was a pre-testing effect that was not either independent of gamification or accompanied by unexpected contaminating factors. Additional qualitative results also revealed that even though gamification grasped participants attention, gamified lessons could take more time. All these findings indicate that gamification may need more lesson time to be impactful enough especially when learning outcomes are evaluated through gamified assessments.
Kadir Kozan, Purdue University
Secil Caskurlu, Florida State University
derya yildirim, Bahcesehir University
Erkut Sahin, Bahcesehir University
Atakan Ata, Bahcesehir University