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Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments

dc.contributor.authorBilgin, Cigdem Uz
dc.contributor.authorGul, Abdulmenaf
dc.date.accessioned2026-06-27T14:17:53Z
dc.date.issued2020
dc.description.abstractAlthough collaborative-learning as an instructional method has shown promising results since the 1970's, a number of significant problems within collaborative learning environments have been encountered. These problems relate to aspects of group dynamics including group cohesion, participation, communication, collaboration, and trust. Although the literature suggests various instructional techniques to increase group cohesion and learners' attitudes towards group learning environments, new methods and techniques should be explored in order to address and eliminate these problems. Gamification, which is the use of game elements and techniques in non-gaming environments, can be leveraged as a new method in order to increase group cohesion and group performance within collaborative learning environments. The aim of the current study is to investigate the effect of gamification (both online and face-to-face) on the attitudes of students towards group learning environments, their course, group cohesion, and their academic achievement. The study aims to promote learners' collaboration in groups utilizing gamification elements. In this quasi-experimental design study, gamified (44 students) and traditional (48 students) groups were compared. Although no significant difference was established between the gamified and traditional groups in terms of students' attitudes towards group learning environments and the course, the gamified group outperformed the traditional group in terms of group cohesion scores and team member evaluation scores.en
dc.description.urihttps://doi.org/10.1007/s11528-019-00442-x
dc.identifier.doi10.1007/s11528-019-00442-x
dc.identifier.eissn1559-7075
dc.identifier.endpage136
dc.identifier.issn8756-3894
dc.identifier.issue1
dc.identifier.startpage124
dc.identifier.urihttps://hdl.handle.net/20.500.14981/58951
dc.identifier.volume64
dc.identifier.wos000495030700001
dc.language.isoeng
dc.publisherSPRINGER INT PUBL AG
dc.relation.ispartofTECHTRENDS
dc.subjectGamification
dc.subjectCollaborative learning
dc.subjectGroup cohesion
dc.subjectAttitude
dc.subjectMOTIVATION
dc.subjectSATISFACTION
dc.subjectPERFORMANCE
dc.subjectENGAGEMENT
dc.subjectFRAMEWORK
dc.subjectEDUCATION
dc.subjectDESIGN
dc.subjectWORK
dc.subjectEducation & Educational Research
dc.titleInvestigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments
dc.typeArticle
dspace.entity.typePublication
local.import.sourceWOS

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