Examination of the Hexad User Types and their Relationships with Gender, Game Mode, and Gamification Experience in the Context of Open and Distance Learning

Gamification, which is defined as the use of game design elements in non-game contexts, is put forward as a solution to low motivation and is suggested for the creation of a sustainable learning ecology in open and distance learning (ODL). The overall purpose of the present study was to examine the...

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Bibliographic Details
Main Authors: Dilek Şenocak, Köksal Büyük, Aras Bozkurt
Format: Article
Language:English
Published: Online Learning Consortium 2021-12-01
Series:Online Learning
Subjects:
Online Access:https://olj.onlinelearningconsortium.org/index.php/olj/article/view/2276