The gamification approach, one of today's most effective teaching approaches, is also used in the information network (EIN-EBA) and many other platforms. The research was conducted to reveal the views of secondary school students, teachers, and parents on gamification components such as points, leadership boards, and digital crests used in the EBA platform. Within the scope of this study, in which quantitative research methods were used, a questionnaire was applied to 700 students, 700 parents, and 42 teachers from 3 secondary schools. In general, the perceptions of students, teachers, and parents about the score, leadership board, and digital crests used in EBA were positive. Points, leaderboards, and ranges increased student motivation, contributed to academic development, increased access to EBA, and added fun to the lesson. According to the results, students' views did not differ according to gender or school type. At the grade level, 8th-grade students differed. It has been observed that students at this level have a more negative attitude than those at other levels. No difference was found according to the age and income level of the parents. Still, a significant difference was found according to the parent's education level, especially between illiterate and undergraduate graduates. On the other hand, no difference was detected according to teacher gender, age, or professional seniority. Gamification components used in EBA increased students' motivation, made lessons fun, and increased academic success. The EBA platform can have a more systematic gamification setup by including mechanics and dynamics, which are other gamification elements, into the system.
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Aksoy et al. (2023) studied this question.
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