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YENİ NESİL ÖLÇME ARACI FLİPQUİZ

Year 2019, Volume: 19 Issue: 4, 1538 - 1549, 31.12.2019
https://doi.org/10.17240/aibuefd.2019..-518445

Abstract

Günümüzde oyun
tabanlı öğrenme, eğitimde en iyi uygulama olarak kabul edilir. Araştırmalar ve
ampirik veriler, öğretmenlerin öğretim sürecinde sınıfta kullanmaları için oyun
tabanlı uygulamaları kullanmaları gerektiğini desteklemektedir. Çünkü
öğrencileri problem çözme ve eleştirel düşünme konusunda güdüleyerek ders
sürecini etkileyen aktif katılım, ilgi, tutum ve akademik başarı konusunda da
olumlu etkilerinin olduğu kanıtlanmıştır. Bu araştırma, oyun tabanlı Flipquiz
aracının eğitsel açıdan tanıtılması ve öğretmen adaylarına uygulatılmasının
araştırmacı tarafından gözlem yapılarak sonuçlarının aktarıldığı nitel bir
çalışmadır. Araştırmanın çalışma grubunu, 2018-2019 eğitim öğretim yılı Gazi Üniversitesi
Eğitim Fakültesi Türk Dili ve Edebiyatı, Ortaöğretim Matematik, Fizik, Kimya ve
Biyoloji Öğretmenliği bölümlerindeki öğrenciler arasından gönüllülük esas
alınarak seçilen 100 öğrenci oluşturmaktadır. 
Sonuçlara bakıldığında, öğrencilerin Flipquiz aracının kullanımına
yönelik oldukça olumlu düşüncelere sahip olduğu gözlemlenmiştir. Aynı zamanda
Flipquiz aracı öğrencilerin işbirlikli öğrenme ve eleştirel düşünme
becerilerine de katkı da bulunmuştur.

References

  • Abidin, H. Z. & Zaman, F. H. K. (2017, November). Students’ Perceptions on Game-based Classroom Response System in a Computer Programming Course. 9th International Conference on Engineering Education (ICEED), Kanazawa, Japan.
  • Aileen, M. (2018). Ways to use chromebooks a series: Part two Quizizz and Kahoot!. Kodaly Envoy. 45(1), 22-23.
  • Altıok, S., Yükseltürk, E. ve Üçgül, M. (2018). Web 2.0 eğitimine yönelik gerçekleştirilen bilimsel bir etkinliğin değerlendirilmesi: Katılımcı görüşleri. Journal of Instructional Technologies and Teacher Education, 6(1), 1-8.
  • Arslantürk, Z. ve Arslantürk, A. (2013). Uygulamalı sosyal araştırma: Kavramlar, teknikler, metotlar, bilgisayar uygulamaları, SPSS (3. baskı). İstanbul: Çamlıca Yayınları.
  • Balta, N. & Tzafilkou, K. (2018). Using Socrative software for instant formative feedback in physics courses. Education and Information Technologies, 18, 1-17.
  • Balta, N., Perera, R. V. H. & Hervas, G. C. (2018). Using Socrative as an online homework platform to increase students’ exam scores. Education and Information Technologies, 23(2), 837-850.Borst, M. (2017). Student perceptions of Plickers as an in-class learning tool. [Çevrim-içi: https://www.researchgate.net], Erişim tarihi: 15.11.2018
  • Boulden, D. C., Hurt, J. W. & Richardson, M. K. (2017). Implementing digital tools to support student questioning abilities: A collaborative action research report. Inquiry in Education, 9(1), 2.
  • Cavalcante, A. A., Sales, G. L. & Silva, J. B. (2018). Digital technologies in physics education: an experience report using the Kahoot! as a tool of evaluation. Research, Society and Development, 7(11).
  • Chaiyo, Y. & Nokham, R. (2017). The effect of Kahoot, Quizizz and Google forms on the student's perception in the classrooms response system. 2017 International Conference on Digital Arts, Media and Technology (ICDAMT), 178–182.
  • Christensen, L. B., Johnson, B., & Turner, L. A. (2015). Araştırma yöntemleri: Desen ve analiz. Ankara: Anı Yayıncılık.
  • Coca, D. M. & Slisko, J. (2013). Software Socrative and smartphones as tools for implementation of basic processes of active physics learning in classroom: An initial feasibility study with prospective teachers. European Journal of Physics Education, 4(2), 17-24.
  • Çetin, H. S. (2018). Implementation of the Digital assessment tool Kahoot! in elementary school. International Technology and Education Journal, 2(1), 9-20.
  • Dellos, R. (2015). Kahoot! A digital game resource for learning. International Journal of Instructional Technology and Distance Learning, 12(4), 49-52.
  • Demirkan, Ö., Gürışık, A. ve Akın, Ö. (2017). Teachers’ opinions about Plickers one of the online assessment tools. Educational Research and Practice. 476-486.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15.
  • Elmahdi, I., Hattami, A., & Fawzi, H. (2018). Using technology for formative assessment to improve students’ learning. The Turkish Online Journal of Educational Technology (TOJET), 17(2), 182-188.
  • Elswick, J. & Lennex, L. (2017). Technology use in secondary chemistry and physics classrooms in Kentucky. Society for Information Technology and Teacher Education International Conference, TX, United States Association for the Advancement of Computing in Education (AACE), Chesapeake, VA.
  • Fortney, J. T. & Wells, M. R. (2017, October). Using Plickers to enhance student learning in high school biology. Georgia Educational Research Association Conference, Augusta: GA.
  • Gazottı Vollım, M. A., Gomes, S. T. & Fischer, C. R. (2017). Vivenciando ingles com Kahoot!. The ESPecialist: Research in Language for Specific Purposes, 38(1).Good, T. J. & Brophy, J. (2000). Looking in classrooms. 8th ed. New York: Longman.
  • Icard, S. B. (2014). Educational technology best practices. International Journal of Instructional Technology and Distance Learning, 11(3), 37-41.
  • İnel, Y. ve Çetin, T. (2017). Sosyal bilgiler öğretiminde kullanılan bilgisayar temelli materyallerin 6. sınıf öğrencilerinin dikkat düzeylerine etkisinin elektroansefalografi cihazı aracılığıyla tespiti. Journal of History Culture and Art Research, 6(4), 831-848.
  • Johns, K. (2015). Engaging and assessing students with technology: A review of Kahoot. Policy and Practice, 81(4), 89-91.
  • Johns, E. M. (2017). Brought to you by the ACRL ULS Technology in University Libraries Committee. College and Research Libraries News, 78(6), 297-297.
  • Karasar, N. (2005). Bilimsel araştırma yöntemi. Ankara: Nobel Yayıncılık.
  • Kim, B. & Reeves, T. C. (2007). Reframing research on learning with technology: In search of the meaning of cognitive tools. Instructional Science, 35(3), 207–256.
  • Kutlu Demir, Ö. (2018). 21. yüzyılda öğrenme: Web 2.0 araçlarının yetişkin Türk dil sınıflarına entegrasyonu. Yayımlanmış doktora tezi. Çağ Üniversitesi, Mersin.
  • Lambert, V. A. & Lambert, C. E. (2012). Qalitative descriptive research: An acceptable design. Pasific Rim İnternational Journal of Nursing Research, 16(4), 255-256.
  • Meirose, J. & Klatt, C. (2017). Jeopardy Games: A Comparison of Three Free Resources. Journal of Electronic Resources in Medical Libraries. 14(2), 51-55.
  • Mıracle, A. (2018). Ways to Use Chrom ebooks A Series: Part Two Quizizz and Kahoot!. Kodaly Envoy. 45(1), 22-22.
  • Munusamy, S., Osman, A., Riaz, S., Ali, S. & Miraiche, F. (2019). The use of Socrative and Yammer online tools to promote interactive learning in pharmacy education. Pharmacy Teaching and Learning, 11(1), 76-80.
  • Pintado, A. B. & Cerio, J. M. D. (2017). Socrative: A tool to dynamize the classroom. Working Papers on Operations Management, 8, 72-75.
  • Piskorz, E. Z. (2016). Kahoot it or not? Can games be motivating in learning grammar?. Teaching English with Technology, 16(3), 17-36.
  • Plump, C. M. & LaRosa, J. (2017). Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for e-learning novices. Management Teaching Review, 2(2) 151-158.
  • Romio, T. & Paiva, S. C. M. (2017). Kahoot e GoConqr: uso de jogos educacionais para o ensino da matemática. Scientia cum Industria, 5(2), 90-94.
  • Rogers, J. W. & Cox, J. R (2008). Integrating a Single Tablet PC in Chemistry, Engineering, and Physics Courses. Journal of College Science Teaching, 37(3), 34-39.
  • Sande, D. & Sande, D. (2018). Uso do Kahoot! como ferramenta de avaliaçao e ensino aprendizagem no ensino de microbiologia industrial. HOLOS, 1, 170-179.
  • Shaban, A. (2017). The use of Socrative in ESL classrooms: Towards active learning. Teaching English with Technology, 17(4), 64-77.
  • Taylor, M. (2016). Raise your cards - A look at Plickers in an adult learning environment, [Çevrim-içi: https://scholarspace.jccc.edu], Erişim tarihi: 16.11.2018
  • Tsarev, R. Y. (2017). Application of Kahoot! in education gamification. International Journal of Advanced Studies, 7(1), 9-17.
  • Walker, R. (2012). Naturalistic research. Research Methods and Methodologies in Education. 76-93.
  • Wang, A. I., & Lieberoth, A. (2016). The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!. In Proceedings From the 10th European Conference of Game Based Learning. Academic Conferences and Publishing International Limited.
  • Xu, Y. (2011). Literature Review on Web Application Gamification and Analytics. [Çevrim-içi: https://csdltechreports.googlecode.com/svn/trunk/techreport], Erişim tarihi: 16.11.2018
  • Yapıcı, İ. Ü. ve Karakoyun, F. (2017). Gamification in biology teaching: A sample of Kahoot application. Turkish Online Journal of Qualitative Inquiry (TOJQI), 8(4), 396-414.
  • Yıldırım, A. ve Şimşek, H. (2008). Sosyal bilimlerde nitel araştırma yöntemleri. Ankara: Seçkin Yayıncılık.
  • Zengin, Y., Bars, M. ve Şimşek, Ö. (2017). Matematik öğretiminin biçimlendirici değerlendirme sürecinde Kahoot ve Plickers uygulamalarının incelenmesi. Ege Eğitim Dergisi, 18(2), 602-626.
  • Zicherman, G. & Linder, J. (2010). Game-Based Marketing: Inspire Customer Loyalty Thorugh Rewards, Challenges, and Contests. John Wiley & Sons, Inc.
  • Zicherman, G. & Cunningham, C. (2011) Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media.
Year 2019, Volume: 19 Issue: 4, 1538 - 1549, 31.12.2019
https://doi.org/10.17240/aibuefd.2019..-518445

Abstract

References

  • Abidin, H. Z. & Zaman, F. H. K. (2017, November). Students’ Perceptions on Game-based Classroom Response System in a Computer Programming Course. 9th International Conference on Engineering Education (ICEED), Kanazawa, Japan.
  • Aileen, M. (2018). Ways to use chromebooks a series: Part two Quizizz and Kahoot!. Kodaly Envoy. 45(1), 22-23.
  • Altıok, S., Yükseltürk, E. ve Üçgül, M. (2018). Web 2.0 eğitimine yönelik gerçekleştirilen bilimsel bir etkinliğin değerlendirilmesi: Katılımcı görüşleri. Journal of Instructional Technologies and Teacher Education, 6(1), 1-8.
  • Arslantürk, Z. ve Arslantürk, A. (2013). Uygulamalı sosyal araştırma: Kavramlar, teknikler, metotlar, bilgisayar uygulamaları, SPSS (3. baskı). İstanbul: Çamlıca Yayınları.
  • Balta, N. & Tzafilkou, K. (2018). Using Socrative software for instant formative feedback in physics courses. Education and Information Technologies, 18, 1-17.
  • Balta, N., Perera, R. V. H. & Hervas, G. C. (2018). Using Socrative as an online homework platform to increase students’ exam scores. Education and Information Technologies, 23(2), 837-850.Borst, M. (2017). Student perceptions of Plickers as an in-class learning tool. [Çevrim-içi: https://www.researchgate.net], Erişim tarihi: 15.11.2018
  • Boulden, D. C., Hurt, J. W. & Richardson, M. K. (2017). Implementing digital tools to support student questioning abilities: A collaborative action research report. Inquiry in Education, 9(1), 2.
  • Cavalcante, A. A., Sales, G. L. & Silva, J. B. (2018). Digital technologies in physics education: an experience report using the Kahoot! as a tool of evaluation. Research, Society and Development, 7(11).
  • Chaiyo, Y. & Nokham, R. (2017). The effect of Kahoot, Quizizz and Google forms on the student's perception in the classrooms response system. 2017 International Conference on Digital Arts, Media and Technology (ICDAMT), 178–182.
  • Christensen, L. B., Johnson, B., & Turner, L. A. (2015). Araştırma yöntemleri: Desen ve analiz. Ankara: Anı Yayıncılık.
  • Coca, D. M. & Slisko, J. (2013). Software Socrative and smartphones as tools for implementation of basic processes of active physics learning in classroom: An initial feasibility study with prospective teachers. European Journal of Physics Education, 4(2), 17-24.
  • Çetin, H. S. (2018). Implementation of the Digital assessment tool Kahoot! in elementary school. International Technology and Education Journal, 2(1), 9-20.
  • Dellos, R. (2015). Kahoot! A digital game resource for learning. International Journal of Instructional Technology and Distance Learning, 12(4), 49-52.
  • Demirkan, Ö., Gürışık, A. ve Akın, Ö. (2017). Teachers’ opinions about Plickers one of the online assessment tools. Educational Research and Practice. 476-486.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15.
  • Elmahdi, I., Hattami, A., & Fawzi, H. (2018). Using technology for formative assessment to improve students’ learning. The Turkish Online Journal of Educational Technology (TOJET), 17(2), 182-188.
  • Elswick, J. & Lennex, L. (2017). Technology use in secondary chemistry and physics classrooms in Kentucky. Society for Information Technology and Teacher Education International Conference, TX, United States Association for the Advancement of Computing in Education (AACE), Chesapeake, VA.
  • Fortney, J. T. & Wells, M. R. (2017, October). Using Plickers to enhance student learning in high school biology. Georgia Educational Research Association Conference, Augusta: GA.
  • Gazottı Vollım, M. A., Gomes, S. T. & Fischer, C. R. (2017). Vivenciando ingles com Kahoot!. The ESPecialist: Research in Language for Specific Purposes, 38(1).Good, T. J. & Brophy, J. (2000). Looking in classrooms. 8th ed. New York: Longman.
  • Icard, S. B. (2014). Educational technology best practices. International Journal of Instructional Technology and Distance Learning, 11(3), 37-41.
  • İnel, Y. ve Çetin, T. (2017). Sosyal bilgiler öğretiminde kullanılan bilgisayar temelli materyallerin 6. sınıf öğrencilerinin dikkat düzeylerine etkisinin elektroansefalografi cihazı aracılığıyla tespiti. Journal of History Culture and Art Research, 6(4), 831-848.
  • Johns, K. (2015). Engaging and assessing students with technology: A review of Kahoot. Policy and Practice, 81(4), 89-91.
  • Johns, E. M. (2017). Brought to you by the ACRL ULS Technology in University Libraries Committee. College and Research Libraries News, 78(6), 297-297.
  • Karasar, N. (2005). Bilimsel araştırma yöntemi. Ankara: Nobel Yayıncılık.
  • Kim, B. & Reeves, T. C. (2007). Reframing research on learning with technology: In search of the meaning of cognitive tools. Instructional Science, 35(3), 207–256.
  • Kutlu Demir, Ö. (2018). 21. yüzyılda öğrenme: Web 2.0 araçlarının yetişkin Türk dil sınıflarına entegrasyonu. Yayımlanmış doktora tezi. Çağ Üniversitesi, Mersin.
  • Lambert, V. A. & Lambert, C. E. (2012). Qalitative descriptive research: An acceptable design. Pasific Rim İnternational Journal of Nursing Research, 16(4), 255-256.
  • Meirose, J. & Klatt, C. (2017). Jeopardy Games: A Comparison of Three Free Resources. Journal of Electronic Resources in Medical Libraries. 14(2), 51-55.
  • Mıracle, A. (2018). Ways to Use Chrom ebooks A Series: Part Two Quizizz and Kahoot!. Kodaly Envoy. 45(1), 22-22.
  • Munusamy, S., Osman, A., Riaz, S., Ali, S. & Miraiche, F. (2019). The use of Socrative and Yammer online tools to promote interactive learning in pharmacy education. Pharmacy Teaching and Learning, 11(1), 76-80.
  • Pintado, A. B. & Cerio, J. M. D. (2017). Socrative: A tool to dynamize the classroom. Working Papers on Operations Management, 8, 72-75.
  • Piskorz, E. Z. (2016). Kahoot it or not? Can games be motivating in learning grammar?. Teaching English with Technology, 16(3), 17-36.
  • Plump, C. M. & LaRosa, J. (2017). Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for e-learning novices. Management Teaching Review, 2(2) 151-158.
  • Romio, T. & Paiva, S. C. M. (2017). Kahoot e GoConqr: uso de jogos educacionais para o ensino da matemática. Scientia cum Industria, 5(2), 90-94.
  • Rogers, J. W. & Cox, J. R (2008). Integrating a Single Tablet PC in Chemistry, Engineering, and Physics Courses. Journal of College Science Teaching, 37(3), 34-39.
  • Sande, D. & Sande, D. (2018). Uso do Kahoot! como ferramenta de avaliaçao e ensino aprendizagem no ensino de microbiologia industrial. HOLOS, 1, 170-179.
  • Shaban, A. (2017). The use of Socrative in ESL classrooms: Towards active learning. Teaching English with Technology, 17(4), 64-77.
  • Taylor, M. (2016). Raise your cards - A look at Plickers in an adult learning environment, [Çevrim-içi: https://scholarspace.jccc.edu], Erişim tarihi: 16.11.2018
  • Tsarev, R. Y. (2017). Application of Kahoot! in education gamification. International Journal of Advanced Studies, 7(1), 9-17.
  • Walker, R. (2012). Naturalistic research. Research Methods and Methodologies in Education. 76-93.
  • Wang, A. I., & Lieberoth, A. (2016). The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!. In Proceedings From the 10th European Conference of Game Based Learning. Academic Conferences and Publishing International Limited.
  • Xu, Y. (2011). Literature Review on Web Application Gamification and Analytics. [Çevrim-içi: https://csdltechreports.googlecode.com/svn/trunk/techreport], Erişim tarihi: 16.11.2018
  • Yapıcı, İ. Ü. ve Karakoyun, F. (2017). Gamification in biology teaching: A sample of Kahoot application. Turkish Online Journal of Qualitative Inquiry (TOJQI), 8(4), 396-414.
  • Yıldırım, A. ve Şimşek, H. (2008). Sosyal bilimlerde nitel araştırma yöntemleri. Ankara: Seçkin Yayıncılık.
  • Zengin, Y., Bars, M. ve Şimşek, Ö. (2017). Matematik öğretiminin biçimlendirici değerlendirme sürecinde Kahoot ve Plickers uygulamalarının incelenmesi. Ege Eğitim Dergisi, 18(2), 602-626.
  • Zicherman, G. & Linder, J. (2010). Game-Based Marketing: Inspire Customer Loyalty Thorugh Rewards, Challenges, and Contests. John Wiley & Sons, Inc.
  • Zicherman, G. & Cunningham, C. (2011) Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media.
There are 47 citations in total.

Details

Primary Language Turkish
Journal Section Articles
Authors

șeyma Tașlıçay Arslan This is me 0000-0002-3705-3646

Publication Date December 31, 2019
Submission Date January 28, 2019
Published in Issue Year 2019 Volume: 19 Issue: 4

Cite

APA Tașlıçay Arslan, ș. (2019). YENİ NESİL ÖLÇME ARACI FLİPQUİZ. Abant İzzet Baysal Üniversitesi Eğitim Fakültesi Dergisi, 19(4), 1538-1549. https://doi.org/10.17240/aibuefd.2019..-518445