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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Statistical Determination of Parents' Use of Gamification Applications According to the Technology Acceptance Model</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Huseyin Bicen</string-name>
          <email>huseyin.bicen@neu.edu.tr</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Istanbul Gedik Universitesi</institution>
          ,
          <addr-line>Istanbul</addr-line>
          ,
          <country country="TR">Turkey</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Near East University</institution>
          ,
          <addr-line>Nicosia</addr-line>
          ,
          <country country="CY">Cyprus</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>and Senay Kocakoyun Aydogan</institution>
        </aff>
      </contrib-group>
      <fpage>372</fpage>
      <lpage>384</lpage>
      <abstract>
        <p>Gamification is used to motivate the targeted behaviors using game elements in non-game environments through the implementation of designs outlined in the theories of behavior. The main purpose of this study is to examine the use of gamification applications by parents based on the Technology Acceptance Model 2. The study results show that the use of gamification applications increases parenting performance, productivity, and effectiveness, that parents will use gamification applications in the future and that they can easily explain the results of the use of gamification applications to others. It shows that parents are not obliged to use gamification in their occupations and that people who influence their behaviors do not think that they should use gamification applications. The study uses a quantitative approach and data analysis is performed using the SPSS program. The data are analyzed and interpreted by tabulating frequency, percentages, t-test and Anova tests. Future studies will provide training on how parents can use gamification applications for their children's education within the framework of the Technology Acceptance Model 2.</p>
      </abstract>
      <kwd-group>
        <kwd>Technology Acceptance Model</kwd>
        <kwd>Gamification</kwd>
        <kwd>Application</kwd>
        <kwd>Parent</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The concept of the game is as old as human history. It has been determined
by numerous researchers that digital games facilitate learning [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], motivate [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ],
increase social interaction [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], and create a fun environment [
        <xref ref-type="bibr" rid="ref12 ref14">12, 14</xref>
        ]. One of
the methods that motivate individuals in the education process is gamification.
Besides, its purpose is to facilitate the individual’s learning, while also increasing
their enjoyment and the efficiency of the education. Gamification was defined
by Kapp as “the use of game-based mechanics, aesthetics and game thinking in
order to connect, motivate, improve learning and solve problems” [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In fact, in
the literature, it is emphasized that games can be beneficial in providing different
learning experiences and can help students to reach their potential [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Parents’
awareness, acceptance of technology and use of gamification applications will
support their children’s educational processes.
      </p>
      <p>
        The Technology Acceptance Model 1 is based on the “Theory of Reasoned
Action” [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The Technology Acceptance Model (TAM) was developed by Davis [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
to explain computer-usage behavior. The theoretical basis of the model was
Fishbein and Ajzen’s [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]Theory of Reasoned Action (TRA). The Theory of
Reasoned Action argues that behavioral intention is effective in demonstrating an
individual’s behavior and that attitudes towards and responses to that behavior
in society affect behavioral intention. Although the Theory of Reasoned Action
provides a general framework for understanding voluntary behavior, it cannot
fully serve specific beliefs such as adaptation to information technologies. For this
reason, a more comprehensive approach for identifying critical beliefs about the
adoption of technology in organizations has been developed, namely Perceived
Ease of Use and Perceived Usefulness [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. These two beliefs are also influenced
by external variables such as design elements and information technology
systems. However, considering that the system is useful, both the attitude towards
use and the Intention to Use as well as Perceived Ease of Use also affects the
attitude and Perceived Usefulness to use the system [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The Technology
Acceptance Model 1 provides an effective way of modeling the impact of one’s
beliefs, attitudes and intentions towards technology. Perceived Usefulness is
related to the extent to which the technology used by the individual will increase
their work performance [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Perceived Ease of Use is related to the level of effort
an individual will be required to apply when using the new technology. In the
model, this situation is associated with the intention to Use and Perceived
Usefulness [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. If the system is easy to use, the individual’s self-efficacy belief that
they will be able to use the new system will be high [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Individuals with high
self-efficacy towards using new technologies have high Intentions to Use
technology and Perceived Usefulness levels [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Although the Technology Acceptance
Model 1 incorporates external variables, it does not pay enough attention to
the ’Subjective Norm’ mentioned in the Theory of Reasoned Action. Therefore,
Technology Acceptance Model 1 was revised and Technology Acceptance Model
2 was created [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Technology Acceptance Model 2 contains more external
variables than the Technology Acceptance Model 1. The social forces affecting the
Perceived Usefulness and Intention to Use included in the model are Subjective
Norms and Image as well as Experience and Voluntariness. The cognitive
processes affecting Perceived Usefulness and Intention to Use included in the model
are Job Relevance, Output Quality, Result Demonstrability and Perceived Ease
of Use [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. The factors related to the social process included in the Technology
Acceptance Model 2 are shown in Fig.1. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>Subjective Norm: The Subjective Norm is concerned with what the individual
who exhibits the behavior thinks about the behavior of people who are important
to the individual at the stage of demonstrating this behavior. If the people who
are important to the individual are satisfied with the behavior when the behavior
is shown, the attitude of the individual to this behavior will be positively affected
and they will intend to continue this behavior. Therefore, Subjective Norm has
a positive relationship with Perceived Usefulness and Intention to Use.</p>
      <p>
        Experience: In Technology Acceptance Model 2, it is stated that the
relationship between Subjective Norm and Perceived Usefulness and Intention to
Use decreases with time [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. As the experience increases, the importance of the
views of the people who are important for the individual about the technology
used by the individual will begin to diminish [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. This is because the individual
will internalize technology and realize its benefits.
      </p>
      <p>
        Voluntariness: Volunteerism undertakes the role of external variability
between Subjective Norm and Perceived Usefulness in Technology Acceptance
Model 2. It is stated that the principle of volunteering is mandatory when using
a new technology [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Image: The image refers to the status that the individual will have within
the institution where the technology is used [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. If an individual thinks that the
technology he/she uses will increase his/her standing within the organization
and will improve their status, he/she perceives the technology he/she uses to be
useful. Therefore, the Image directly affects the Perceived Usefulness.
      </p>
      <p>
        Job Relevance: If the individual believes that he/she can associate the
technology with his/her profession and apply it to his/her job, he/she will think that
the technology he/she uses is beneficial. For this reason, a relationship with the
Profession directly affects Perceived Usefulness [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        Output Quality: Output Quality is concerned with how effective the
technology used by the individual is in completing work-related tasks. The individual
will choose the best performing technologies from the presented technologies
related to the profession. Therefore, Output Quality directly affects Perceived
Usefulness [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        Result Demonstrability: The presentability of the results is related to the
observation of the effect of the technology used by the individual. If the
individual can interpret and share the results of the effect of the technology he/she
uses, there will be an increase in the perception of benefit with regard to this
technology. Therefore, there is a positive relationship between the Result
Demonstrability and Perceived Usefulness [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        Perceived Ease of Use: Technology Acceptance Model 2 has maintained the
structure of Perceived Ease of Use outlined in Technology Acceptance Model 1.
The more easily the technology can be used, the more the perception of benefit
and the Intention to Use it will increase together [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        In summary, Technology Acceptance Model 1 [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and Technology Acceptance
Model 2 [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] provide a structural model for the acceptance of technology through
social and cognitive variables. Technology Acceptance Model 2 has emerged and
has been used in many types of research with the social and cognitive variables
added to the Technology Acceptance Model, which was developed based on the
Theory of Reasoned Action.
      </p>
      <p>
        According to Technology Acceptance Model 2, parents’ use of gamification
applications is important for their children to support their educational
processes. It is also the responsibility of the parents to raise their children’s
awareness of the use of digital technology and educational gamification applications.
The “material role” of parents includes activities such as purchasing a computer
and providing Internet access at home. On the other hand, the “symbolic role”
is related to defining the rules of internet use at home [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Parents are expected
to adopt their material and symbolic roles and use technology to contribute to
their children’s educational processes. In this study, parents’ opinions were taken
regarding gamification applications based on Technology Acceptance Model 2.
      </p>
      <p>In this case, it is important for the parents of the future to accept that
gamification applications can be beneficial for their children and should take
behavioral actions to use this technology in terms of increasing satisfaction and
improving skills. However, the following questions come to mind. What are the
levels of parental acceptance in terms of the use of gamification applications? Is
there a significant difference between the mixed and online groups on the basis
of their level of acceptance in the use of gamification applications?
2</p>
    </sec>
    <sec id="sec-2">
      <title>Aim of the Research</title>
      <p>The main purpose of the study is to examine the acceptance levels in terms of
parents’ use of gamification applications according to the Technology Acceptance
Model 2 and to determine whether there is a significant difference between the
mixed and online groups in terms of the use of gamification applications.
2.1</p>
      <sec id="sec-2-1">
        <title>Participants</title>
        <p>The study group of the study consisted of the parents of children attending
Istanbul Aydin University Children’s University in the 2018-2019 fall term. To
identify the groups, the parents of all children enrolled in the Children’s
University were firstly called and informed about the education. Parents were asked in
which group (mixed and online) they would like to receive gamification
education. The brochure prepared for the education was sent to the parents’ e-mail
addresses and they were asked to send an e-mail stating which group they would
like to join. The study group consisted entirely of volunteer parents. Finally, a
total of 25 parents in the mixed group and 23 parents in the online group
participated in education. The parents in the mixed group attended the training
in the computer laboratory of Istanbul Aydin University every Saturday for 8
weeks. Parents in the online group participated in online training on Thursday
evenings for 8 weeks
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Gender</title>
        <p>The web address of uzem.aydin.edu.tr, which is used by the Distance
Education Center of İstanbul Aydin University was chosen to create a Gamification
Education course for the parents. uzem.aydin.edu.tr is a MOODLE course
content management system. Since Distance Education Programs are conducted
through this address, it is considered as an appropriate environment where the
course notes of Gamification Education can be shared and online courses can be
held.</p>
        <p>A request was made to the Istanbul Aydin University, UZEM Directorate
to create an education folder on the address to be used to allow the parents to
register in the system and a trainer to be appointed. After the course definitions
were completed, the education folder “Gamification Education for Parents” was
created in the system under the course categories where all course files and
materials would be included. The education itself was divided into 8 weeks, and at
the beginning of each week, the relevant materials were added along with online
course registrations, which were made available to parents. After the course
environment was prepared technically, the materials and applications to be used
for the education were determined each week, the gamification applications were
made with the parents during the course, the documents were shared with the
parents and the education notes were uploaded onto the system. Attention was
paid to ensure that all the selected practices were directly related to gamification.</p>
        <p>The mixed group parents’ lessons were held every Saturday in Block D2309 at
Istanbul Aydin University. The mixed group parents were taught in the computer
lab. Internet access was provided wirelessly for parents who did not have internet
functionality on their mobile phones. The lessons were realized by the teacher
opening the computer and projecting the screen onto the wall through and the
learners followed each step and applied what they learned. In addition to the
presentations or written materials used for the course, the environments to be
taught were explaining them step by step to the parents. The parents of the
online group followed the lessons from the educational environment established
on uzem.aydin.edu.tr. Lessons were held online every Thursday evening am 17.30
for 8 weeks. Parents were asked to join uzem.aydin.edu.tr by clicking on the
link for that week’s course during the education hours. In order to inform the
parents who were using the Moodle system for the first time to make this process
smoother and to ensure that they used it effectively, the Learning Management
System for Parents (MOODLE) user manual was prepared.</p>
        <p>The interaction environments of the mixed and online group participants
were provided via the group called Gamification Education for Parents opened
on Facebook. WhatsApp groups were also created to strengthen communication
for the mixed and online groups and to share the course link with the online
group. Through WhatsApp, parents were able to conduct one-to-one
communication with the educator during the education process. In particular, parents
who participated online were asked to download Flash Player 13.0 or higher on
their phones or computers to connect with Adobe Connect and participate in
the education program. Communicating via this process enabled problems to be
solved quickly.</p>
        <p>During the 8-week education period, “Game Elements, Effects of
Gamification, Gamification Tools and Technologies, Modern and Digital Gamification
Examples, Teaching Gamification Applications, Positive and Negative Effects of
Digital Games on Children, Digital Game Addiction, Digital Guidance to
Families, and Digital Parenting” were all taught. Information about the gamification
applications such as Classdojo, Duolingo, Kahoot, Memrise was given to the
parents and they were asked to create accounts so they could use them at home
with their children. At the end of the 8-week education period, a survey was
prepared based on the Technology Acceptance Model 2 to determine whether there
was a significant difference in the acceptance levels of the use of gamification
applications among the mixed and online group parents.
2.5</p>
      </sec>
      <sec id="sec-2-3">
        <title>Instruments</title>
        <p>The survey used in the research consists of 26 phrases about the parents’
technology acceptance model survey tool developed by the researchers. The items
in the survey were determined according to Technology Acceptance Model 2.
In the survey prepared according to Technology Acceptance Model 2, 3 items
were related to Output Quality, 3 items related to Image, 4 items related to
Perceived Usefulness, 3 items related to Job Relevance, 3 items related to Subjective
Norm, 3 items with Intention to Use, 4 items with Result Demonstrability, and
3 items related to Perceived Ease of Use. The survey was reorganized according
to the opinions of eight different experts in order to determine the suitability,
applicability, and comprehensibility of the study. The Cronbach’s alpha
coefficient of the questionnaire prepared according to the 5-point Likert-type was
0.82. Demographic questions were added by the researcher at the beginning of
this survey.
2.6</p>
      </sec>
      <sec id="sec-2-4">
        <title>Data Analysis</title>
        <p>The data obtained from the research were analyzed using the SPSS 23 program.
Data are given as percentage (%), average (M), frequency (f), standard deviation
(SS). The independent samples t-test was used for the analysis of the collected
data. The general average was taken into account in explaining the differences
of the data. The reason for preferring these methods is that the number of
participants in each group was similar.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results &amp; Discussion</title>
      <p>This section includes a comparison of the mean values of the views regarding
how parents’ use of gamification applications will have a positive impact in terms
of technology adoption and between groups.
3.1</p>
      <sec id="sec-3-1">
        <title>Comparison of Technology Acceptance Results for Gamification</title>
      </sec>
      <sec id="sec-3-2">
        <title>Applications of Mixed and Online Group Parents</title>
        <p>I can easily explain the consequences
10. of using gamification applications to
others.</p>
        <p>I can easily discuss the consequences
11. of using gamification applications with
others.</p>
        <p>The consequences of using gamification
12. applications are understandable to me.</p>
        <p>I can discuss with others whether the
13. use of gamification applications is
useful or not.</p>
        <p>People who influence my behavior
14. think that I should use gamification
applications.</p>
        <p>People who are important to me state
15. that I need to use gamification applications.</p>
        <p>I think using gamification applications
16. will increase my value in the eyes
of other people.</p>
        <p>The use of gamification applications
17. improves parenting performance.</p>
        <p>The use of gamification application
18. increases my parenting productivity.</p>
        <p>The use of gamification applications
19. increases my effectiveness in parenting.</p>
        <p>The use of gamification applications
20. is useful for parents.</p>
        <p>Gamification applications are easy
21. to use.</p>
        <p>I don’t have to use a lot of effort
22. when using gamification applications.</p>
        <p>Gamification applications are
23. understandable and trouble-free.</p>
        <p>I will use gamification applications
24. in the future.</p>
        <p>I will participate in various trainings
25. to learn gamification applications.</p>
        <p>I will investigate more to learn
26. gamification applications.
4.52</p>
        <p>The responses of the parents under the Image items when the items were
determined according to the Technology Acceptance Model 2 were analyzed; It
has been revealed that parents who use gamification practices have a better
image than parents who do not. The mean and standard deviation values of the
mixed and online group parents given to the Image items are as follows: I think
that parents who use gamification applications have a better image than those
who do not. (Mixed group M=3.92, SD=1.04, Online group M=3.91, SD=.95);
I think that parents who use gamification applications have a better profile.
(Mixed group M=4.00, SD=0.91, Online group M=4.22, SD=.74); The use of
gamification applications is an indicator of status in parenting. (Mixed group
M=3.76, SD=1.20, Online group M=4.22, SD=.90).</p>
        <p>When the Job Relevance items were examined, it was concluded that parental
gamification applications did not have much relevance to their occupations and
that their use in their occupations was not compulsory. Mean and standard
deviation values given by the mixed and online group parents to the Job Relevance
items are as follows: The use of gamification applications is important in my
profession. (Mixed group M=3.68, SD=1.22, Online group M=3.30, SD=1.43);
My profession is related to the use of gamification applications. (Mixed group
M=3.40, SD=1.29, Online group M=3.17, SD=1.37); In my profession, the use
of gamification applications is a must. (Mixed group M=2.68, SD=1.28, Online
group M=2.13, SD=1.46).</p>
        <p>When the items related to the Output Quality were examined, it was
determined that the materials used in the field of gamification were of high quality, the
learning outcomes were of high quality and the targeted learning results could
be reached more easily by using gamification applications. Mean and standard
deviation values given by the mixed and online group parents to the Output
Quality related items are as follows: I think the quality of the materials in
using gamification applications is high. (Mixed group M=4.04, SD=0.84,
Online group M=4.74, SD=.54);I think that learning outcomes have high quality
when using gamification applications. (Mixed group M=4.36, SD=0.86, Online
group M=4.78, SD=.52);I think that by using gamification applications,
targeted learning outcomes can be achieved more easily. (Mixed group M=4.44,
SD=0.51, Online group M=4.78, SD=.52).</p>
        <p>When the items related to the Result Demonstrability were examined, it was
determined that the parents could easily explain the results of the use of
gamification applications to others, the results could be easily discussed with other
parents, the results of the use of gamification applications were understandable and
they could discuss whether the gamification applications were beneficial. Mean
and standard deviation values given by parents to the Result Demonstrability
related items are as follows: I can easily explain the consequences of using
gamification applications to others. (Mixed group M=4.52, SD=0.71, Online group
M=4.96, SD=.21);I can easily discuss the consequences of using gamification
applications with others. (Mixed group M=4.52, SD=0.65, Online group M=4.87,
SD=.34); The consequences of using gamification applications are
understandable to me. (Mixed group M=4.68, SD=0.48, Online group M=4.87, SD=.46);I
can discuss with others whether the use of gamification applications is useful or
not. (Mixed group M=4.60, SD=0.65, Online group M=4.83, SD=.39).</p>
        <p>When the items related to the Subjective Norm were examined, it was found
that people who are important to parents were not influential in terms of using
gamification practices. Mean and standard deviation values given by the parents
to Subjective Norm related items are as follows: People who influence my
behavior think that I should use gamification applications. (Mixed group M=2.64,
SD=1.11, Online group M=2.09, SD=.90); People who are important to me state
that I need to use gamification applications. (Mixed group M=3.00, SD=1.26,
Online group M=2.04, SD=.88); I think using gamification applications will
increase my value in the eyes of other people. (Mixed group M=3.48, SD=1.33,
Online group M=3.57, SD=.95).</p>
        <p>When the items related to Perceived Usefulness were examined, it was
revealed that the use of gamification applications increases the performance of the
parents, increases the productivity of the parents, and the use of gamification
applications is beneficial for the parents. Mean and standard deviation values
given by the parents to Perceived Usefulness related items are as follows: The
use of gamification applications improves parenting performance. (Mixed group
M=4.48, SD=0.65, Online group M=4.87, SD=.34); The use of gamification
applications increases my parenting productivity. (Mixed group M=4.40, SD=0.96,
Online group M=4.91, SD=.29); The use of gamification applications increases
my effectiveness in parenting. (Mixed group M=4.60, SD=0.65, Online group
M=4.87, SD=.34); The use of gamification applications is useful for parents.
(Mixed group M=4.52, SD=0.59, Online group M=4.91, SD=.29).</p>
        <p>When the items related to the Perceived Ease of Use were examined, it has
been determined that gamification applications are easy to use, understandable
and problem-free Mean and standard deviation values given by the parents to the
Perceived Ease of Use related items are as follows: Gamification applications are
easy to use. (Mixed group M=4.44, SD=0.71, Online group M=4.57, SD=.66); I
don’t have to use a lot of effort in using gamification applications. (Mixed group
M=3.84, SD=0.80, Online group M=2.09, SD=.60); Gamification applications
are understandable and trouble-free. (Mixed group M=4.12, SD=0.73, Online
group M=4.57, SD=.59);</p>
        <p>When the items related to the Intention to Use were examined, it was
determined that they will use gamification applications in the future, participate
in various training to learn and conduct more research. Mean and standard
deviation values given by the parents are as follows: I will use gamification
applications in the future. (Mixed group M=4.72, SD=0.46, Online group M=4.30,
SD=.56); I will participate in various training to learn gamification applications.
(Mixed group M=4.36, SD=0.64, Online group M=4.30, SD=.56); I will
investigate more to learn gamification applications. (Mixed group M=4.60, SD=0.50,
Online group M=4.43, SD=.51). These results show that the use of
gamification applications increases parenting performance, productivity, and
effectiveness, that parents will use gamification applications in the future and that they
can easily explain the results of the use of gamification applications to others.
It shows that parents are not obliged to use gamification in their occupations
and that people who influence their behaviors do not think that they should use
gamification applications.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Comparison of Means of the Groups in Technology Acceptance</title>
      </sec>
      <sec id="sec-3-4">
        <title>Results for Gamification Applications</title>
        <p>Parents’ views on gamification applications were quite positive in both groups.
The mixed group (M = 4.55) and the online group (M = 4.52) scored an average
of “Very good” on technology acceptance for gamification applications. When
evaluating the environment in terms of different variables in the two groups, no
significant difference was found between the evaluation results of the two groups
(p =.783, p&gt; 0.05).
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusions</title>
      <p>According to these results, it has been determined that parents who use
gamification applications have higher prestige than those who do not use these
applications and that using them is an indicator of status in parenting. It was
determined that the parents found the materials to be of high quality in the
gamification applications, they found the learning outcomes to be of high
quality and they could reach the targeted learning outcomes more easily. It was
determined that they could easily explain the results of the use of gamification
applications, discuss them with others, and the results were understandable.
Parents can also discuss whether gamification applications are useful to others.
Parents think that by using gamification applications, their value in the eyes of
other people will increase. Gamification increases parents’ performance,
productivity, and effectiveness. The use of these applications is beneficial for parents.
The applications were found to be easy to use. It has been revealed that parents
use little effort when using the apps. Gameplay applications are understandable
and trouble-free. It was determined that the parents would use gamification
applications in the future, they would try in combination with classical teaching
methods and they would learn and research in order to increase their knowledge.
It was determined that gamification applications are not compulsory in the
professions in which the parents work. People who influence the parents’ behavior
and who are important to them do not advise that they should use gamification
applications. Future studies will provide training on how parents can use their
gamification applications for their children’s education within the framework of
the Technology Acceptance Model 2.</p>
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