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Makale detayı · 2025 · article

Leveraging Augmented Reality and Gamification for Enhanced Self-Regulation in Science Education

YÖKSİS OpenAlex Açık erişim · hybrid Üst %1
Yıl2025
Atıf24OpenAlex
Atıf36Semantic Scholar · 3 etkili
Yüzdelik%99,8
FWCI38,741,00 = dünya ortalaması
Scopus (SJR)Q1
WoS (JCR)Q1

Veri kaynağı ayrımı

  • YÖKSİSYÖKSİS makale kaydı
  • YÖKSİS dergi adıEducation and Information Technologies
  • Katalog eşleşmesi (ISSN)Education and Information Technologies
  • OpenAlexOpenAlex zenginleştirmesi (özet, atıf, konular)
  • Semantic Scholaratıf sayısı (OpenAlex ile birleştirilmez)

Özet

OpenAlex İngilizce

Abstract This study investigates the efficacy of integrating augmented reality (AR)-based gamification with self-regulated learning (SRL) strategies to enhance middle school students’ academic performance, engagement, satisfaction, and self-efficacy in science education. Employing immersive AR technologies alongside gamification elements, this approach is designed to cultivate an engaging and learner-centered environment that promotes essential SRL competencies including goal-setting, self-monitoring, and reflective thinking. Utilizing an experimental research design, the study engaged 60 middle school students who were allocated into two groups: one experiencing self-regulated AR-based gamification and the other experiencing traditional AR-based gamification without self-regulation components. The findings reveal that students in the self-regulated AR-based gamification group demonstrated significantly enhanced levels of academic achievement, engagement, self-efficacy, and overall satisfaction compared to their peers in the traditional group. These outcomes suggest that the strategic integration of AR-based gamification with SRL strategies not only fosters significant improvements in educational performance but also enriches the learning experience, thereby providing critical insights for the development of innovative educational technologies that support comprehensive understanding and foster student autonomy in science education.

Konular

Atıflar

OpenAlex cited_by_count. WoS veya Scopus atıf sayısı değildir; o kaynaklar için ayrı kolon yoktur.

24atıfOpenAlex · cited_by_count (önbellek / veritabanı)

Yerel katalogda bu makaleye atıf yapan 11 yayın (OpenAlex referans eşleşmesi; tam dünya listesi değildir).

  1. 2026 Harnessing Holographic Technology in Science Education: An Integrated GETAMEL-TOE Model AnalysisAtıf 3 · OpenAlex
  2. 2026 Harnessing holographic technology in science education: an integrated GETAMEL-TOE model analysisAtıf 3 · OpenAlex
  3. 2025 Determining the effects of mathematics teaching with thegamified intelligent tutoring systemAtıf 2 · OpenAlex
  4. 2025 Determining the effects of mathematics teaching with the gamified intelligent tutoring systemAtıf 2 · OpenAlex
  5. 2025 Determining the effects of mathematics teaching with the gamified intelligent tutoring systemAtıf 2 · OpenAlex
  6. 2025 Gamifying Mobile-Based Science Education: Enhancing Self-Regulated Learning Skills in Middle School StudentsAtıf 2 · OpenAlex
  7. 2025 Determining the effects of mathematics teaching with the gamified intelligent tutoring systemAtıf 2 · OpenAlex
  8. 2025 Determining the effects of mathematics teaching with the gamified intelligent tutoring systemAtıf 2 · OpenAlex
  9. 2025 Determining the effects of mathematics teaching with the gamified intelligent tutoring system.Atıf 2 · OpenAlex
  10. 2025 Gamifying mobile-based science education: enhancing self-regulated learning skills in middle school studentsAtıf 2 · OpenAlex

Yazarlar

2
  1. HÜSEYİN ATEŞ KIRŞEHİR AHİ EVRAN ÜNİVERSİTESİ 1
  2. MERVE POLAT MANİSA CELÂL BAYAR ÜNİVERSİTESİ 2