Gamifying Mobile-Based Science Education: Enhancing Self-Regulated Learning Skills in Middle School Students

dc.contributor.author Ates, Huseyin
dc.contributor.author Kolemen, Cansu Sahin
dc.date.accessioned 2026-01-30T14:54:49Z
dc.date.available 2026-01-30T14:54:49Z
dc.date.issued 2025
dc.description Ates, Huseyin/0000-0003-4447-2846; Sahin Kolemen, Cansu/0000-0003-2376-7899 en_US
dc.description.abstract Gamification has emerged as a promising educational strategy, offering dynamic solutions to address challenges in fostering self-regulated learning (SRL) skills in middle school students, particularly within the context of science education. These skills, including goal-setting, progress monitoring, and reflective practices, are critical for navigating complex scientific concepts. Despite its potential, gaps remain in understanding how gamified mobile learning impacts key educational outcomes. This study investigates the effects of a gamified mobile-based SRL approach on middle school students' academic achievement, motivation, enjoyment, and engagement in science education. Using an experimental design, 64 students were divided into a gamified mobile-based SRL group and a non-gamified control group. The results demonstrated significantly higher outcomes for the gamified group across all measures, highlighting the approach's effectiveness in enhancing interactive, student-centered learning. This study contributes valuable insights into integrating gamification with mobile technologies to support SRL and improve science education outcomes. en_US
dc.identifier.doi 10.1007/s10639-025-13731-1
dc.identifier.issn 1360-2357
dc.identifier.issn 1360-2357
dc.identifier.issn 1573-7608
dc.identifier.scopus 2-s2.0-105014754981
dc.identifier.uri https://doi.org/10.1007/s10639-025-13731-1
dc.identifier.uri https://acikerisim2.beykoz.edu.tr/handle/123456789/195
dc.language.iso en en_US
dc.publisher Springer en_US
dc.relation.ispartof Education and Information Technologies en_US
dc.rights info:eu-repo/semantics/closedAccess en_US
dc.subject Gamification en_US
dc.subject Self-Regulated Learning en_US
dc.subject Mobile-Based Learning en_US
dc.subject Science Education en_US
dc.subject Academic Achievement en_US
dc.subject Enjoyment en_US
dc.subject Student Engagement en_US
dc.subject Motivation en_US
dc.subject Middle School Students en_US
dc.title Gamifying Mobile-Based Science Education: Enhancing Self-Regulated Learning Skills in Middle School Students en_US
dc.type Article en_US
dspace.entity.type Publication
gdc.author.id Ates, Huseyin/0000-0003-4447-2846
gdc.author.id Sahin Kolemen, Cansu/0000-0003-2376-7899
gdc.author.scopusid 57208034648
gdc.author.scopusid 57222183801
gdc.author.wosid Ates, Huseyin/Aav-6927-2021
gdc.description.department Beykoz University en_US
gdc.description.departmenttemp [Ates, Huseyin] Kirsehir Ahi Evran Univ, Dept Sci Educ, Kirsehir, Turkiye; [Kolemen, Cansu Sahin] Beykoz Univ, Dept Comp Technol, Istanbul, Turkiye en_US
gdc.description.endpage 24171 en_US
gdc.description.issue 17 en_US
gdc.description.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
gdc.description.scopusquality Q1
gdc.description.startpage 24137 en_US
gdc.description.volume 30 en_US
gdc.description.woscitationindex Social Science Citation Index
gdc.description.wosquality Q1
gdc.identifier.wos WOS:001563315300001
gdc.index.type WoS
gdc.index.type Scopus

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