O
Orclever
Back to Journal
Research Article Open AccessOrclever Native

The Role and Potential of Artificial Intelligence and Gamification in Education: The Example of Vakıf Participation Bank

Zeynep Erbaşı1,
Büşra Tural2,
İlknur Çoşkuner3
1Vakıf Participation Bank R&D Center
2Vakıf Participation Bank R&D Center
3Vakıf Participation Bank R&D Center
Published:December 31, 2023
DOI: 10.56038/oprd.v3i1.329
Vol. 3, No. 1 · pp. 243–254

Abstract

The radical changes brought about by technological advances in education transform and enrich learning experiences by going beyond traditional education methods. Artificial intelligence technologies have the potential to offer personalized educational experiences according to students' individual learning speeds, priorities, and needs. The gamification method makes learning more fun and interesting and increases students' motivation, and gamification components such as competition, cooperation, and reward allow students to learn more deeply. The combined use of artificial intelligence and gamification has the potential to provide students with a more effective, engaging, and personalized educational experience and will continue to shape changes in education in the future. This study aims to examine the role, potential, and effects of artificial intelligence (AI) and gamification, two innovative approaches in education. Through the example of Vakıf Participation Bank, the impact of the gamification method used in performance monitoring and internal communication on the internal communication, behavioral psychology, job performance, and training of the organization's employees is highlighted. With this study, it is thought that the use of gamification methods in internal communication, employee performance management, and training methods will benefit organizations by shedding light on their work in these areas.

Keywords
GamificationArtificial IntelligenceEducational TechnologiesBehavioral Psychology

References

  1. 1.References
  2. 2.“Yavuz, M. (2018). Eğitim ile İlgili Temel Kavramlar. Eğitim Bilimine Giriş. M. Yavuz (Ed.) Ankara: Anı Yayıncılık.”.
  3. 3.“Zichermann, G. ve Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. CA: O’Reilly Media.”.
  4. 4.“Alvarez, B. & Djaouti, D. (2015). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 19(2).”.
  5. 5.“Dikcius, V., Urbonavicius, S., Adomaviciute, K., Degutis, M., & Zimaitis, I. (2021). Learning marketing online: the role of social interactions and gamification rewards. Journal of Marketing Education, 43(2), 159–173.”.
  6. 6.“• Hsu, C. L., & Chen, M. C. (2018). How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love. Computers in Human Behavior, 88, 121–133.”.
  7. 7.“Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21–31.”.
  8. 8.“Kapp, K. (2011). Gamification vs. Serious Game. What’s the Difference. Blog. May, 6.”.
  9. 9.“Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034).”.
  10. 10.“Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034).”.
  11. 11.“Nabiyev, V. ve Erümit, A. K. (2020). Yapay zekanın temelleri. İçinde V. Nabiyev”.
  12. 12.“Coppin, B. (2004). Artificial intelligence illuminated. Junes and Bartlett”.
  13. 13.“Aydın, Ş. E. (2017). Yapay zekâ teknolojisi (yapay zekâların dünü bugünü”.
  14. 14.“Balaban, M. E., ve Kartal, E. (2015). Veri madenciliği ve makine öğrenmesi.”.
  15. 15.“Hinojo-Lucena, F., Díaz, I. A., Reche, M. d. P. C., & Rodríguez, J. M. R. (2019). Artificial intelligence in higher education: a bibliometric study on its impact in the scientific literature. Education Sciences, 9(1), 51.”.
  16. 16.“Pelletier, K. Robert, J., Muscanell, N., McCormack, M., Reeves, J., Arbino, N., Grajek, S., Birdwell, T.,Liu, D., Mandernach, J., Moore, A., Porcaro, A., Rutledge, R. & Zimmern, J., (2023) EDUCAUSE Horizon Report, Teaching and Learning Edition.”.
  17. 17.“Pelletier, K. Robert, J., Muscanell, N., McCormack, M., Reeves, J., Arbino, N., Grajek, S., Birdwell, T.,Liu, D., Mandernach, J., Moore, A., Porcaro, A., Rutledge, R. & Zimmern, J., (2023) EDUCAUSE Horizon Report, Teaching and Learning Edition.”.
  18. 18.“Pelletier, K. Robert, J., Muscanell, N., McCormack, M., Reeves, J., Arbino, N., Grajek, S., Birdwell, T.,Liu, D., Mandernach, J., Moore, A., Porcaro, A., Rutledge, R. & Zimmern, J., (2023) EDUCAUSE Horizon Report, Teaching and Learning Edition.”.
  19. 19.“Pelletier, K. Robert, J., Muscanell, N., McCormack, M., Reeves, J., Arbino, N., Grajek, S., Birdwell, T.,Liu, D., Mandernach, J., Moore, A., Porcaro, A., Rutledge, R. & Zimmern, J., (2023) EDUCAUSE Horizon Report, Teaching and Learning Edition.”.
  20. 20.“Alkaç, Ş., & Yıldız, M.L. (2021). İşletmelerde Bir Eğitim Aracı Olarak Oyunlaştırma Üzerine Nitel Bir Araştırma. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 23(1), 481-520.”.
Download PDF
Cite This Article
Erbaşı, Z., Tural, B., Çoşkuner, İ. (2023). The Role and Potential of Artificial Intelligence and Gamification in Education: The Example of Vakıf Participation Bank. *Orclever Proceedings of Research and Development*, 3(1), 243-254. https://doi.org/10.56038/oprd.v3i1.329

Bibliographic Info

JournalOrclever Proceedings of Research and Development
Volume3
Issue1
Pages243–254
PublishedDecember 31, 2023
eISSN2980-020X