Oyunlaştırmayla Zenginleştirilmiş Bilgi Okuryazarlığı Hibrit Eğitiminin Öğrenci Başarısına Etkisi.
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With the technological developments, rapidly changing learning behaviors of the Generation Z students required changes in learning environments and educational methods. It is possible to design education and training programs and methods appropriate for learning behaviors of the new generation students by fulfilling the expectations of the students and fostering their motivation. Gamification is one of the innovative methodologies that enables the learning activity to be more efficient and student-oriented in achieving the learning outcomes of the course. Within the scope of this study, it is aimed to determine the impact of the gamification-enriched hybrid Information Literacy (IL) Program on the students' performance and to reveal their perception and motivation towards the gamification of the lessons. Based on the existing IL education and training programs, curricula and games in the literature, the gamified IL program was designed. The content of the IL program was prepared as seven different modules. Within this context, ŞARLOT Kütüphanede İşbaşında (ŞARLOT in the Library) game was designed and animation videos were prepared. In addition to the gamified IL program, traditional IL program was also designed. The program was implemented for 13 weeks with second grade students in the department of Management Information Systems in Ankara Yıldırım Beyazıt University in the fall semester of the 2020-2021 academic year. Totally 43 students, including 21 students in the experimental group and 22 students in the control group, participated in the study. While gamification-enriched hybrid methods were applied to the experimental group, traditional training methods were applied to the control group. In order to determine the impact of the program on performance, pre-test and post-test were applied to the students before and after the education. The pre-test and post-test results showed that the experimental group who attended gamification-enriched hybrid education had a high level of success in the test. Based on the findings, is thought that this result is related to the reinforcement of the program outcomes with the game and animation videos within the scope of the gamification-enriched hybrid educational program. The findings reveal that blending traditional education methods with gamified methods will increase the efficiency of the lessons.