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Fig 1.

Conceptual framework of the research: Theoretical foundations, hypotheses, and research question.

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Table 1.

Solomon four-group design.

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Table 2.

Demographic characteristics of the study group.

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Fig 2.

Data collection process.

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Fig 3.

Gamification-supported teaching process.

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Fig 4.

Levels for conceptual understanding and example-giving related to objective image.

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Fig 5.

Levels for conceptual understanding and example-giving related to content image.

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Fig 6.

Levels for conceptual understanding and example-giving related to learning experiences image.

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Fig 7.

Levels for conceptual understanding and example-giving related to evaluation image.

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Table 3.

Research hypotheses and analysis process.

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Table 4.

Skewness and kurtosis values for evaluating the normality assumption of the data.

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Table 5.

Inter-rater reliability values in rubric scoring.

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Table 6.

Experimental (posttest) – control (posttest) comparison.

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Table 7.

2-way ANOVA to examine pretest-group interaction.

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Table 8.

Content analysis results of student journals.

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Fig 8.

Research limitations.

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Fig 9.

Research results.

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Fig 10.

Gamification principles in teacher education.

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Fig 11.

Recommendations for practitioners.

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Fig 12.

Recommendations for researchers.

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