Vol. 21 No. 3 (2024): Travel
Articles

Gamification in planning education: Impacts on academic achievement

Published 2024-11-28

Keywords

  • Gamification,
  • Game-based Student Response Systems,
  • Quizizz,
  • Urban Planning Education,
  • Education

How to Cite

Yaşlak, B. (2024). Gamification in planning education: Impacts on academic achievement. A|Z ITU JOURNAL OF THE FACULTY OF ARCHITECTURE, 21(3), 671–685. https://doi.org/10.58278/0.2024.66

Abstract

When examining gamification in urban planning education within the existing literature, it becomes evident that numerous studies have been conducted on applied/studio courses. However, there is a notable gap in the literature regarding theoretical courses. The objective of this study is to assess the influence of Game-based Student Response Systems (GSRS) on the academic performance of urban planning students in a theoretical course titled "Introduction to Urban and Regional Planning & Ethics.".  Throughout the semester, students participated in four quizzes on the online platform Quizizz and also completed a survey. The study assessed the effect of GSRS on academic success through a correlation analysis of participation rates in quizzes and final exam grades. The findings indicated no significant impact on academic achievement. However, based on the survey responses, students exhibited a positive attitude towards GSRS.