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Oyunlaştırılmış Çevrimiçi Sınıf Yanıtlama Sisteminin Akademik Başarıya Etkisi ve Sisteme Yönelik Görüşler

Year 2017, , 1741 - 1761, 08.12.2017
https://doi.org/10.17240/aibuefd.2017.17.32772-363964

Abstract

Bu araştırmanın amacı,
oyunlaştırılmış çevrim içi sınıf yanıtlama sisteminin (Kahoot) öğretmen
adaylarının Temel Bilgi Teknolojileri dersi kelime işlemci programı başarı
düzeylerine etkisini ve bu sisteme yönelik görüşlerini incelemektir.
Araştırmada, yakınsayan paralel karma desen kullanılmıştır. Nicel olarak ön
test - son test başarı testleri ve uygulama yaprakları kullanılırken, nitel
olarak deney grubundaki öğretmen adaylarının açık uçlu anket formuna verdikleri
yanıtlar incelenmiştir. Araştırma, 2014-2015 öğretim yılında bir devlet
üniversitesinde Bilgisayar I dersini alan ilköğretim matematik birinci sınıf
öğretmen adayları ile yürütülmüştür. Nicel veriler ANCOVA, nitel veriler içerik
analizi ile çözümlenmiştir. Araştırma sonuçlarına göre kontrol ve deney
gruplarının uygulama yapraklarından aldıkları puanlar arasında anlamlı fark
bulunmamışken başarı testleri arasında deney grubu lehine anlamlı fark
bulunmuştur. Kahoot ile gerçekleştirilen biçimlendirici değerlendirme
etkinliklerinin duyuşsal anlamda eğlenceli ve bilişsel anlamda öğrenme sürecini
kolaylaştırdığı tespit edilmiştir. 

References

  • Alemán, J. L. F., Palmer-Brown, D. & Draganova, C. (2010). Evaluating student response driven feedback in a programming course. 10th Paper presented at the IEEE International Conference on Advanced Learning Technologies, Sousse, Tunisia.
  • Berry, J. (2009). Technology support in nursing education: clickers in the classroom. Nursing Education Research 30 (5), 295–298.
  • Bicen, H. & Kocakoyun, S. (2017). Determination of university students' most preferred mobile application for gamification. World Journal on Educational Technology: Current Issues. 9(1), 18-23.
  • Birch, H. (2013). Motivational Effects of Gamification of Piano Instruction and Practice. Master of Arts Graduate Department of Curriculum, Teaching and learning. University of Toronto. Yayımlanmamış Yüksek Lisans Tezi.
  • Bonk, C. J. & Graham, C. R. (2012). The handbook of blended learning: Global perspectives, local designs. San Francisco, CA: Pfeiffer Publishing.
  • Brew, L. S. (2008). The role of student feedback in evaluating and revising a blended learning course. The Internet and Higher Education, 11(2), 98-105.
  • Bruff, D. (2009). Teaching with classroom response systems: creating active learning environments. (1st ed.) San Francisco: Jossey-Bass.
  • Can, A. (2013). SPSS ile bilimsel araştırma sürecinde nicel veri analizi. (1.baskı.) Ankara: Pegem Akademi Yayıncılık.
  • Carnevale, D. (2005). Run a class like a game show: ‘Clickers’ keep students involved. Chronicle of Higher Education, 51(42), pp.B3-B3.
  • Chaiyo, Y. & Nokham, R. (2017, March). The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system. In IEEE International Conference on Digital Arts, Media and Technology (ICDAMT), (pp.178-182). Thailand: Chiang Mai University.
  • Codish, D., & Ravid, G. (2014). Personality Based Gamification – Educational Gamification for Extroverts and Introverts. Proceedings of the 9th Chais Conference for the Study of Innovation and Learning Technologies: Learning in the Technological Era, Israel.
  • Creswell, J. W. (2013). Araştırma deseni (Çev Edt: Demir, S. B.). Ankara: Eğiten Kitap.
  • Çağıltay, K., Yıldırım, S., Aslan, İ., Gök, A., Gürel, G., Karakuş, T., Saltan, F., Uzun, E., Ülgen, E. & Yıldız, İ. (2007). Öğretim teknolojilerinin üniversitede kullanımına yönelik alışkanlıklar ve beklentiler: Betimleyici bir çalışma. Akademik Bilişim’07-IX, Dumlupınar Üniversitesi, Kütahya.
  • DeBourgh, G. A. (2008). Use of classroom ‘‘clickers’’ to promote acquisition of advanced reasoning skills. Nurse Education in Practice 8, 76–87. doi:10.1016/j.nepr.2007.02.002.
  • Dellos, R. (2015). Kahoot! A digital game resource for learning. International Journal of Instructional Technology and Distance Learning, 12(4), 49-52.
  • Deterding, S., Khaled, R., Nacke, L. E. & Dixon, D. (2011). Gamification: Toward a definition. In CHI 2011 Gamification Workshop Proceedings, May 7–12, 2011, Vancouver, BC, Canada, ACM 978-1-4503-0268-5/11/05.
  • ECDL, (2007). ECDL / ICDL Word Processing Syllabus Version 5.0, Retrieved August 7, 2017, from http://ecdl.org/media/wordprocessing.pdf.
  • Ervin-Kassab, L. E. (2014). Assessing student learning with technology: A descriptive study of technology-using teacher practice and technological pedagogical content knowledge (TPACK). Unpublished Doctoral Dissertation. University of San Francisco. USF Scholarship Repository.
  • Gökkaya, Z. (2014). Yetişkin eğitiminde yeni bir yaklaşım: oyunlaştırma. Hasan Âli Yücel Eğitim Fakültesi Dergisi, 11(1), 71-84.
  • Güler, E. (2015). Mobil sağlık hizmetlerinde oyunlaştırma. Açıköğretim Uygulamaları ve Araştırmaları Dergisi, 1(2), 82-101.
  • Howell, D. D., Tseng, D. C. & Colorado-Resa, J. T. (2017). Fast assessments with digital tools using multiple-choice questions, College Teaching, 1-3. DOI:10.1080/87567555.2017.1291489
  • International Society for Technology in Education (ISTE) (2015). ISTE standards teachers, Retrieved August 19, 2015, from https://www.iste.org/docs/pdfs/20-14_ISTE_Standards-T_PDF.pdf.
  • Iwamoto, D. H., Hargis, J., Taitano, E. J. & Vuong, K. (2017). Analyzing the efficacy of the testing effect using KAHOOTTM on student performance, Turkish Online Journal of Distance Education, 18(2), 80-93.
  • Judson, E. & Sawada, D. (2006). Audience response systems: insipid contrivances or inspiring tools? In D. A. Banks (Eds.), Audience response systems in higher education: Applications and cases (pp. 26-39). (1st ed.) USA, Hershey, PA: IGI Global. doi:10.4018/978-1-59140-947-2
  • Karaman, S., Özen, Ü., Yıldırım, S. & Kaban, A. (2009). Açık kaynak kodlu öğretim yönetim sistemi üzerinden internet destekli (harmanlanmış) öğrenim deneyimi. Akademik Bilişim’09–XI, Harran Üniversitesi, Şanlıurfa.
  • Karataş, E. (2014). Eğitimde oyunlaştırma: araştırma eğilimleri. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 15(2), 315-333.
  • Khine, M. S. & Lourdusamy, A. (2003). Blended learning approach in teacher education: Combining face-to-face instruction, multimedia viewing and online discussion. British Journal of Educational Technology, 34(5), 671-675.
  • Kim, J. T., & Lee, W. H. (2015). Dynamical model for gamification of learning (DMGL). Multimedia Tools and Applications, 74(19), 8483-8493.
  • Kralhsvohl, D. V. (2002). A revision of Bloom’s taxonomy: an overwiew. Theory Into Practice. 41(4), 212-218.
  • Lee, J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2).
  • Matthews, J., Matthews, M. & Alcena, F. (2015). EDD-7914–Curriculum Teaching and Technology. Retrieved December, 12, 2015, from http://www.myteacherpages.com/webpages/jmatthews/files/online%20technology%20for%20student%20engagement%20kahoot%20assignment%201.pdf.
  • Mayer, R. E. & Moreno, R. (2002). Aids to computer-based multimedia learning. Learning and Instruction, 12(1), 107-119.
  • Miles, M. B. & Huberman, A. M. (1994). Qualitative data analysis. (2nd ed.). Thousand Oaks, CA: Sage Publications.
  • Morphew, V. N. (2012). A constructivist approach to the national educational technology standards for teachers. (1st ed.) USA: ISTE.
  • O’Donovan, S. (2012). Gamification of the games course. Technical report. Department of Computer Science. University of Cape Town. Retrieved May, 15, 2017, from http://pubs.cs.uct.ac.za/archive/00000771/01/Gamification_of_the_Games_Course.
  • Osterman, A. C. (2008). Student response systems: Keeping the students engaged, College & Undergraduate Libraries, 14(4), 49-57, DOI:10.1080/10691310802046801
  • Patterson, B., Kilpatrick, J. & Woebkenberg, E. (2010). Evidence for teaching practice: The impact of clickers in a large classroom environment, Nurse Education Today, 30(7), 603-607.
  • Plump, C. M. & LaRosa, J. (2017). Using Kahoot! In the classroom to create engagement and active learning: A game based technology solution for elearning novices, Management Teaching Review, 2(2), 151-158.
  • Randall, L. & Zundel, P. (2012). Students’ perceptions of the effectiveness of assessment feedback as a learning tool in an introductory problem-solving course. The Canadian Journal for the Scholarship of Teaching and Learning, 3(1), Article 3.
  • Solbu, E. L. (2014). Gameshow i forelesningssalen. Retrieved September, 28, 2015, from http://www.nrk.no/viten/gameshow-i-forelesningssalen-1.11516268.
  • Thomas, C. (2014). Kahoot: Game-like student-response tool can spark competition [Review of the video game Kahoot, produced by the Common Sense Graphite, 2012]. Retrieved August, 16, 2015, from https://www.graphite.org/website/kahoot.
  • Ucar, H. & Kumtepe, A.T. (2017). Using the game-based student response tool kahoot! In an online class: Perspectives of online learners. In P. Resta ve S. Smith (Eds.), Proceedings of Society for Information Technology ve Teacher Education International Conference 2017 (pp. 303-307). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).
  • Uğur, B., Akkoyunlu, B. & Kurbanoğlu, S. (2011). Students’ opinions on blended learning and its implementation in terms of their learning styles. Education and Information Technologies, 16(1), 5-23.
  • Underdal, A. G. & Sunde, M. T. (2014). Investigating QoE in a cloud-based classroom response system: A real-life longitudinal and cross-sectional study of Kahoot! Master's thesis, Institutt for Telematikk at Norwegian University of Science and Technology, Trondheim.
  • Wang, A. I. (2015, March). The wear out effect of a game-based student response system. Computers & Education, 82(2), 217-227.
  • Yıldırım, İ., & Demir, S. (2014). Oyunlaştırma ve eğitim. International Journal of Human Sciences, 11(1), 655-670. doi: 10.14687/ijhs.v11i1.2765
  • Yıldırım, S. & Karaman, S. (2012). Sınıf içi etkileşim uygulaması: Dinleyici yanıt sisteminin kullanımı ve değerlendirilmesi. Gazi Üniversitesi Gazi Eğitim Fakültesi Dergisi, 32(3), 571-587.
  • Zicherman, G. & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (1st ed.). Sebastopol, California: O'Reilly Media.
Year 2017, , 1741 - 1761, 08.12.2017
https://doi.org/10.17240/aibuefd.2017.17.32772-363964

Abstract

References

  • Alemán, J. L. F., Palmer-Brown, D. & Draganova, C. (2010). Evaluating student response driven feedback in a programming course. 10th Paper presented at the IEEE International Conference on Advanced Learning Technologies, Sousse, Tunisia.
  • Berry, J. (2009). Technology support in nursing education: clickers in the classroom. Nursing Education Research 30 (5), 295–298.
  • Bicen, H. & Kocakoyun, S. (2017). Determination of university students' most preferred mobile application for gamification. World Journal on Educational Technology: Current Issues. 9(1), 18-23.
  • Birch, H. (2013). Motivational Effects of Gamification of Piano Instruction and Practice. Master of Arts Graduate Department of Curriculum, Teaching and learning. University of Toronto. Yayımlanmamış Yüksek Lisans Tezi.
  • Bonk, C. J. & Graham, C. R. (2012). The handbook of blended learning: Global perspectives, local designs. San Francisco, CA: Pfeiffer Publishing.
  • Brew, L. S. (2008). The role of student feedback in evaluating and revising a blended learning course. The Internet and Higher Education, 11(2), 98-105.
  • Bruff, D. (2009). Teaching with classroom response systems: creating active learning environments. (1st ed.) San Francisco: Jossey-Bass.
  • Can, A. (2013). SPSS ile bilimsel araştırma sürecinde nicel veri analizi. (1.baskı.) Ankara: Pegem Akademi Yayıncılık.
  • Carnevale, D. (2005). Run a class like a game show: ‘Clickers’ keep students involved. Chronicle of Higher Education, 51(42), pp.B3-B3.
  • Chaiyo, Y. & Nokham, R. (2017, March). The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system. In IEEE International Conference on Digital Arts, Media and Technology (ICDAMT), (pp.178-182). Thailand: Chiang Mai University.
  • Codish, D., & Ravid, G. (2014). Personality Based Gamification – Educational Gamification for Extroverts and Introverts. Proceedings of the 9th Chais Conference for the Study of Innovation and Learning Technologies: Learning in the Technological Era, Israel.
  • Creswell, J. W. (2013). Araştırma deseni (Çev Edt: Demir, S. B.). Ankara: Eğiten Kitap.
  • Çağıltay, K., Yıldırım, S., Aslan, İ., Gök, A., Gürel, G., Karakuş, T., Saltan, F., Uzun, E., Ülgen, E. & Yıldız, İ. (2007). Öğretim teknolojilerinin üniversitede kullanımına yönelik alışkanlıklar ve beklentiler: Betimleyici bir çalışma. Akademik Bilişim’07-IX, Dumlupınar Üniversitesi, Kütahya.
  • DeBourgh, G. A. (2008). Use of classroom ‘‘clickers’’ to promote acquisition of advanced reasoning skills. Nurse Education in Practice 8, 76–87. doi:10.1016/j.nepr.2007.02.002.
  • Dellos, R. (2015). Kahoot! A digital game resource for learning. International Journal of Instructional Technology and Distance Learning, 12(4), 49-52.
  • Deterding, S., Khaled, R., Nacke, L. E. & Dixon, D. (2011). Gamification: Toward a definition. In CHI 2011 Gamification Workshop Proceedings, May 7–12, 2011, Vancouver, BC, Canada, ACM 978-1-4503-0268-5/11/05.
  • ECDL, (2007). ECDL / ICDL Word Processing Syllabus Version 5.0, Retrieved August 7, 2017, from http://ecdl.org/media/wordprocessing.pdf.
  • Ervin-Kassab, L. E. (2014). Assessing student learning with technology: A descriptive study of technology-using teacher practice and technological pedagogical content knowledge (TPACK). Unpublished Doctoral Dissertation. University of San Francisco. USF Scholarship Repository.
  • Gökkaya, Z. (2014). Yetişkin eğitiminde yeni bir yaklaşım: oyunlaştırma. Hasan Âli Yücel Eğitim Fakültesi Dergisi, 11(1), 71-84.
  • Güler, E. (2015). Mobil sağlık hizmetlerinde oyunlaştırma. Açıköğretim Uygulamaları ve Araştırmaları Dergisi, 1(2), 82-101.
  • Howell, D. D., Tseng, D. C. & Colorado-Resa, J. T. (2017). Fast assessments with digital tools using multiple-choice questions, College Teaching, 1-3. DOI:10.1080/87567555.2017.1291489
  • International Society for Technology in Education (ISTE) (2015). ISTE standards teachers, Retrieved August 19, 2015, from https://www.iste.org/docs/pdfs/20-14_ISTE_Standards-T_PDF.pdf.
  • Iwamoto, D. H., Hargis, J., Taitano, E. J. & Vuong, K. (2017). Analyzing the efficacy of the testing effect using KAHOOTTM on student performance, Turkish Online Journal of Distance Education, 18(2), 80-93.
  • Judson, E. & Sawada, D. (2006). Audience response systems: insipid contrivances or inspiring tools? In D. A. Banks (Eds.), Audience response systems in higher education: Applications and cases (pp. 26-39). (1st ed.) USA, Hershey, PA: IGI Global. doi:10.4018/978-1-59140-947-2
  • Karaman, S., Özen, Ü., Yıldırım, S. & Kaban, A. (2009). Açık kaynak kodlu öğretim yönetim sistemi üzerinden internet destekli (harmanlanmış) öğrenim deneyimi. Akademik Bilişim’09–XI, Harran Üniversitesi, Şanlıurfa.
  • Karataş, E. (2014). Eğitimde oyunlaştırma: araştırma eğilimleri. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 15(2), 315-333.
  • Khine, M. S. & Lourdusamy, A. (2003). Blended learning approach in teacher education: Combining face-to-face instruction, multimedia viewing and online discussion. British Journal of Educational Technology, 34(5), 671-675.
  • Kim, J. T., & Lee, W. H. (2015). Dynamical model for gamification of learning (DMGL). Multimedia Tools and Applications, 74(19), 8483-8493.
  • Kralhsvohl, D. V. (2002). A revision of Bloom’s taxonomy: an overwiew. Theory Into Practice. 41(4), 212-218.
  • Lee, J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2).
  • Matthews, J., Matthews, M. & Alcena, F. (2015). EDD-7914–Curriculum Teaching and Technology. Retrieved December, 12, 2015, from http://www.myteacherpages.com/webpages/jmatthews/files/online%20technology%20for%20student%20engagement%20kahoot%20assignment%201.pdf.
  • Mayer, R. E. & Moreno, R. (2002). Aids to computer-based multimedia learning. Learning and Instruction, 12(1), 107-119.
  • Miles, M. B. & Huberman, A. M. (1994). Qualitative data analysis. (2nd ed.). Thousand Oaks, CA: Sage Publications.
  • Morphew, V. N. (2012). A constructivist approach to the national educational technology standards for teachers. (1st ed.) USA: ISTE.
  • O’Donovan, S. (2012). Gamification of the games course. Technical report. Department of Computer Science. University of Cape Town. Retrieved May, 15, 2017, from http://pubs.cs.uct.ac.za/archive/00000771/01/Gamification_of_the_Games_Course.
  • Osterman, A. C. (2008). Student response systems: Keeping the students engaged, College & Undergraduate Libraries, 14(4), 49-57, DOI:10.1080/10691310802046801
  • Patterson, B., Kilpatrick, J. & Woebkenberg, E. (2010). Evidence for teaching practice: The impact of clickers in a large classroom environment, Nurse Education Today, 30(7), 603-607.
  • Plump, C. M. & LaRosa, J. (2017). Using Kahoot! In the classroom to create engagement and active learning: A game based technology solution for elearning novices, Management Teaching Review, 2(2), 151-158.
  • Randall, L. & Zundel, P. (2012). Students’ perceptions of the effectiveness of assessment feedback as a learning tool in an introductory problem-solving course. The Canadian Journal for the Scholarship of Teaching and Learning, 3(1), Article 3.
  • Solbu, E. L. (2014). Gameshow i forelesningssalen. Retrieved September, 28, 2015, from http://www.nrk.no/viten/gameshow-i-forelesningssalen-1.11516268.
  • Thomas, C. (2014). Kahoot: Game-like student-response tool can spark competition [Review of the video game Kahoot, produced by the Common Sense Graphite, 2012]. Retrieved August, 16, 2015, from https://www.graphite.org/website/kahoot.
  • Ucar, H. & Kumtepe, A.T. (2017). Using the game-based student response tool kahoot! In an online class: Perspectives of online learners. In P. Resta ve S. Smith (Eds.), Proceedings of Society for Information Technology ve Teacher Education International Conference 2017 (pp. 303-307). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).
  • Uğur, B., Akkoyunlu, B. & Kurbanoğlu, S. (2011). Students’ opinions on blended learning and its implementation in terms of their learning styles. Education and Information Technologies, 16(1), 5-23.
  • Underdal, A. G. & Sunde, M. T. (2014). Investigating QoE in a cloud-based classroom response system: A real-life longitudinal and cross-sectional study of Kahoot! Master's thesis, Institutt for Telematikk at Norwegian University of Science and Technology, Trondheim.
  • Wang, A. I. (2015, March). The wear out effect of a game-based student response system. Computers & Education, 82(2), 217-227.
  • Yıldırım, İ., & Demir, S. (2014). Oyunlaştırma ve eğitim. International Journal of Human Sciences, 11(1), 655-670. doi: 10.14687/ijhs.v11i1.2765
  • Yıldırım, S. & Karaman, S. (2012). Sınıf içi etkileşim uygulaması: Dinleyici yanıt sisteminin kullanımı ve değerlendirilmesi. Gazi Üniversitesi Gazi Eğitim Fakültesi Dergisi, 32(3), 571-587.
  • Zicherman, G. & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (1st ed.). Sebastopol, California: O'Reilly Media.
There are 48 citations in total.

Details

Journal Section Articles
Authors

Yusuf İslam Bolat

Ömer Şimşek

Ülkü Ülker

Publication Date December 8, 2017
Submission Date May 17, 2017
Published in Issue Year 2017

Cite

APA Bolat, Y. İ., Şimşek, Ö., & Ülker, Ü. (2017). Oyunlaştırılmış Çevrimiçi Sınıf Yanıtlama Sisteminin Akademik Başarıya Etkisi ve Sisteme Yönelik Görüşler. Abant İzzet Baysal Üniversitesi Eğitim Fakültesi Dergisi, 17(4), 1741-1761. https://doi.org/10.17240/aibuefd.2017.17.32772-363964

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