TY - JOUR TI - The Use of Gamification Elements in Open and Distance Learning (ODL) Environments AB - This systematic review study aims to identify the frequently used gamification elements in open and distance learning (ODL) environments, and the reasons behind their usage. To do this, 40 articles regarding the use of gamification in ODL environments were systematically analyzed. The content analysis method was administrated and inter-rater reliability was calculated by Cohen Kappa coefficient which was found appropriate (0.82). According to the findings, gamification elements such as badges, points, leaderboards, and rewards have been frequently used in ODL environments. The dependent variables used in these studies to examine the effectiveness of gamification elements include participation, motivation, and engagement. Moreover, the findings revealed that the badges were used to increase participation, the points to improve motivation, and the rewards to support engagement. Based on the findings, the current study recommends considering gamification integration frameworks, learning and teaching theories during the design of the gamification elements, and avoiding irrelevant gamification elements. Moreover, the study emphasized the importance of considering students’ needs, setting clear goals and objectives for students, and differentiating the use of gamification elements in online and face-to-face courses. AU - Kurşun, Engin AU - YILDIZ, Mehmet AU - Kayaduman, Halil DO - 10.29299/kefad.836471 PY - 2021 JO - Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi VL - 22 IS - 3 SN - 2147-1037 SP - 1389 EP - 1428 DB - TRDizin UR - http://search/yayin/detay/503087 ER -