TY - JOUR AU - İbrahim Yıldırım AU - Servet Demir PY - 2016/06/01 Y2 - 2024/03/29 TI - Students’ views about gamification based curriculum for the lesson of “Teaching Principles and Methods” JF - International Journal of Curriculum and Instructional Studies (IJOCIS) JA - IJOCIS VL - 6 IS - 11 SE - Articles DO - UR - https://ijocis.com/index.php/ijocis/article/view/170 AB - Gamification of educational processes refers to successfully integration of gamification structure into the curriculum to increase  students’  attitudes  towards  lessons,  motivation  and  their  academic  achievement.  In this study, it is aimed  to  determine  the  students’ opinions about the  curriculum  of gamification  based “Teaching Principles and Methods” course. It is a case study of qualitative design. The working group of the study consists of 16 sophomores studying at the Department of Elementary Mathematic Education. Five male and 11 female participants have taken whole “Teaching Principles and Methods” course period in a gamified structure. Data were collected by semi structured interviews and analysed with content analysis method through which themes and codes were formed. Findings of the  study  indicated  that  objectives,  content design, teaching-­‐‑learning process and assessment evaluation were compatible with the nature of gamification and students do have positive attitudes towards this structure. The participants pointed out that they enjoyed and were glad to be the part of this process and the procedure endured better and more permanent learning experiences for the students. Furthermore, they opined that gamification enhanced  academic  achievement through  positive  competition,  increased  communication   between   students,   kept   their   interest   alive, motivated them and reinforced the previous knowledge. According to the  participants,  ambition  led  by competitive learning environment is the only disadvantage of the procedure. They highlighted that assessment and evaluation based on gamification process rate their achievement more  extensively. Consequently, it was revealed that gamification structure was compatible with the elements of curriculum (objectives,  content,  teaching-­‐‑learning  process,  assessment  and  evaluation). ER -