Research Article

The Gamification Tool for the Classroom Response Systems: Kahoot!

Volume: 35 Number: 3 July 31, 2020
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The Gamification Tool for the Classroom Response Systems: Kahoot!

Abstract

Classroom response systems (CRS), which are used to gather immediate feedback from students throughout the teaching process, have been called by different names in the past and present. Examples of CRS implementations include question–answer systems, student response systems, electronic response systems, or cloud-based classroom response systems. The objective of this study is to inform educators who embrace flipped learning about students’ perceptions of the use of Kahoot. This study employed a mixed-method research approach with 53 sophomore students. Both quantitative and qualitative data about Kahoot activity were gathered at the end of a 9-week flipped learning implementation process. At the end of the study, the students stated that a CRS may be used within the scope of any lesson. Students also underlined that the use of CRS in learning environments could be an efficient way to increase motivation for the lesson and create an enjoyable learning environment. Therefore, teachers may be advised to use CRS when deciding on classroom activities in flipped learning.

Keywords

References

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Details

Primary Language

English

Subjects

Other Fields of Education

Journal Section

Research Article

Publication Date

July 31, 2020

Submission Date

October 5, 2018

Acceptance Date

December 20, 2018

Published in Issue

Year 2020 Volume: 35 Number: 3

APA
Gündüz, A. Y., & Akkoyunlu, B. (2020). The Gamification Tool for the Classroom Response Systems: Kahoot! Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 35(3), 480-488. https://izlik.org/JA79JN82TN
AMA
1.Gündüz AY, Akkoyunlu B. The Gamification Tool for the Classroom Response Systems: Kahoot! Hacettepe Üniversitesi Eğitim Fakültesi Dergisi. 2020;35(3):480-488. https://izlik.org/JA79JN82TN
Chicago
Gündüz, Abdullah Yasin, and Buket Akkoyunlu. 2020. “The Gamification Tool for the Classroom Response Systems: Kahoot!”. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi 35 (3): 480-88. https://izlik.org/JA79JN82TN.
EndNote
Gündüz AY, Akkoyunlu B (July 1, 2020) The Gamification Tool for the Classroom Response Systems: Kahoot! Hacettepe Üniversitesi Eğitim Fakültesi Dergisi 35 3 480–488.
IEEE
[1]A. Y. Gündüz and B. Akkoyunlu, “The Gamification Tool for the Classroom Response Systems: Kahoot!”, Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, vol. 35, no. 3, pp. 480–488, July 2020, [Online]. Available: https://izlik.org/JA79JN82TN
ISNAD
Gündüz, Abdullah Yasin - Akkoyunlu, Buket. “The Gamification Tool for the Classroom Response Systems: Kahoot!”. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi 35/3 (July 1, 2020): 480-488. https://izlik.org/JA79JN82TN.
JAMA
1.Gündüz AY, Akkoyunlu B. The Gamification Tool for the Classroom Response Systems: Kahoot! Hacettepe Üniversitesi Eğitim Fakültesi Dergisi. 2020;35:480–488.
MLA
Gündüz, Abdullah Yasin, and Buket Akkoyunlu. “The Gamification Tool for the Classroom Response Systems: Kahoot!”. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, vol. 35, no. 3, July 2020, pp. 480-8, https://izlik.org/JA79JN82TN.
Vancouver
1.Abdullah Yasin Gündüz, Buket Akkoyunlu. The Gamification Tool for the Classroom Response Systems: Kahoot! Hacettepe Üniversitesi Eğitim Fakültesi Dergisi [Internet]. 2020 Jul. 1;35(3):480-8. Available from: https://izlik.org/JA79JN82TN