Fig 1.
Conceptual framework of the research: Theoretical foundations, hypotheses, and research question.
Table 1.
Solomon four-group design.
Table 2.
Demographic characteristics of the study group.
Fig 2.
Data collection process.
Fig 3.
Gamification-supported teaching process.
Fig 4.
Levels for conceptual understanding and example-giving related to objective image.
Fig 5.
Levels for conceptual understanding and example-giving related to content image.
Fig 6.
Levels for conceptual understanding and example-giving related to learning experiences image.
Fig 7.
Levels for conceptual understanding and example-giving related to evaluation image.
Table 3.
Research hypotheses and analysis process.
Table 4.
Skewness and kurtosis values for evaluating the normality assumption of the data.
Table 5.
Inter-rater reliability values in rubric scoring.
Table 6.
Experimental (posttest) – control (posttest) comparison.
Table 7.
2-way ANOVA to examine pretest-group interaction.
Table 8.
Content analysis results of student journals.
Fig 8.
Research limitations.
Fig 9.
Research results.
Fig 10.
Gamification principles in teacher education.
Fig 11.
Recommendations for practitioners.
Fig 12.
Recommendations for researchers.