The Effect of Gamification on Academic Procrastination in the E-Learning Environment
Abdullah Yasin Gündüz, Hacettepe Üniversitesi (Turkey)
Gökhan Dağhan, Hacettepe University (Turkey)
Buket Akkoyunlu, Çankaya University (Turkey)
Abstract
Gamification is the application of game-design elements and game principles in non-game contexts. Procrastination behavior is defined as postdating of the tasks to be completed in an unrealistic way or preferring the awards that will be achieved in the short term to those to be achieved in the long term. The tendency to do the homework at the last minute and prepare for exams or assignments that will be delivered at the end of the period at the last minute is defined as academic procrastination. An experimental research method is used to determine the effect of gamification on academic procrastination in the e-learning environment. Game elements placed in the e-learning environments for experimental group. The control group students completed the process using the e-learning environment where the game elements are not included. The submission time of the learning tasks recorded every week. As a result, there was no significant difference in two groups for the submission time of the learning tasks. Therefore, it can be said that gamification in e-learning environments does not affect the academic procrastination.
Keywords: gamification, academic procrastination;