Research Article

Flipped Learning and Gamification in Information Technologies and Software Course

Volume: 9 Number: 1 March 15, 2022
EN

Flipped Learning and Gamification in Information Technologies and Software Course

Abstract

This study aims to find the effect of flipped learning and gamification methods on the success of the students in the Ethics and Security Unit, which is a unit of the fifth grade Information Technologies and Software Course compared to the traditional method. Also, it aims to decide the opinion of the students about the flipped learning and gamification methods. The study uses a mixed research design, included both quantitative and qualitative research methods. The study’s quantitative part is focused on the non-equivalent group pretest-posttest design, and the qualitative part is based on the case study design. The sample consists of 32 fifth grade students from a secondary school in a city in western Turkey. There are 16 students in the experimental group and 16 students in the control group. The ethics and security achievement test, which is developed by the researchers is used for collecting the quantitative data. The semi-structured interviews with students in the experimental group are performed for qualitative data. The descriptive statistics and two-way analysis of variance for mixed measures are used to analyze the quantitative data and the content analysis method is used to analyze the qualitative data. According to the results of the study, the students in the experimental group are more successful than the students in the control group. The students express positive opinions about the flipped learning and gamification methods in the interviews.

Keywords

References

  1. Alsancak Sırakaya, D. (2017). Student views on gamified flipped classroom model. Ondokuz Mayis University Journal of Faculty of Education, 36(1), 114-132. doi: 10.7822/omuefd.327393
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  3. Ar, N. A. (2016). Oyunlaştırmayla öğrenmenin meslek lisesi öğrencilerinin akademik başarı ve öğrenme stratejileri kullanımı üzerine etkisi [The effects of gamification on academic achievement and learning strategies usage of vocational high school students] [Unpublished master’s thesis]. Sakarya University, Institute of Education Sciences, Sakarya.
  4. Aral, N., Gürsoy, F., & Köksal, A. (2001). Oyun [Game]. Ankara: Ya-Pa Yayınları.
  5. Aydın, B. (2016). Ters yüz sınıf modelinin akademik başarı, ödev/görev stres düzeyi ve öğrenme transferi üzerindeki etkisi [The effects of flipped classroom model on academic achievement, homework/task stress level and transfer of learning] [Unpublished master’s thesis]. Süleyman Demirel University, Institute of Education Sciences, Isparta.
  6. Bergmann, J., & Sams, A. (2012). How the flipped classroom is radically transforming learning. Retrieved from http://www.thedailyriff.com/articles/how-the-flipped-classroom-is-radically-transforming-learning-536.php
  7. Boyraz, S. (2014). İngilizce öğretiminde tersine eğitim uygulamasının değerlendirilmesi [Evaluating flipped classroom/education method in English teaching] [Unpublished master’s thesis]. Afyon Kocatepe University, Institute of Social Sciences, Afyonkarahisar.
  8. Büyüköztürk, Ş. (2017). Sosyal bilimler için veri analizi el kitabı: İstatistik, araştırma deseni SPSS uygulamaları ve yorum [Data analysis handbook for social sciences: Statistics, research design SPSS applications and interpretation] (23rd ed.). Ankara: Pegem Akademi.

Details

Primary Language

English

Subjects

-

Journal Section

Research Article

Publication Date

March 15, 2022

Submission Date

July 12, 2021

Acceptance Date

January 23, 2022

Published in Issue

Year 2022 Volume: 9 Number: 1

APA
Tarhan, G., & Öztürk, G. (2022). Flipped Learning and Gamification in Information Technologies and Software Course. International Journal of Contemporary Educational Research, 9(1), 62-77. https://doi.org/10.33200/ijcer.969959
AMA
1.Tarhan G, Öztürk G. Flipped Learning and Gamification in Information Technologies and Software Course. International Journal of Contemporary Educational Research. 2022;9(1):62-77. doi:10.33200/ijcer.969959
Chicago
Tarhan, Gülseren, and Gülcan Öztürk. 2022. “Flipped Learning and Gamification in Information Technologies and Software Course”. International Journal of Contemporary Educational Research 9 (1): 62-77. https://doi.org/10.33200/ijcer.969959.
EndNote
Tarhan G, Öztürk G (March 1, 2022) Flipped Learning and Gamification in Information Technologies and Software Course. International Journal of Contemporary Educational Research 9 1 62–77.
IEEE
[1]G. Tarhan and G. Öztürk, “Flipped Learning and Gamification in Information Technologies and Software Course”, International Journal of Contemporary Educational Research, vol. 9, no. 1, pp. 62–77, Mar. 2022, doi: 10.33200/ijcer.969959.
ISNAD
Tarhan, Gülseren - Öztürk, Gülcan. “Flipped Learning and Gamification in Information Technologies and Software Course”. International Journal of Contemporary Educational Research 9/1 (March 1, 2022): 62-77. https://doi.org/10.33200/ijcer.969959.
JAMA
1.Tarhan G, Öztürk G. Flipped Learning and Gamification in Information Technologies and Software Course. International Journal of Contemporary Educational Research. 2022;9:62–77.
MLA
Tarhan, Gülseren, and Gülcan Öztürk. “Flipped Learning and Gamification in Information Technologies and Software Course”. International Journal of Contemporary Educational Research, vol. 9, no. 1, Mar. 2022, pp. 62-77, doi:10.33200/ijcer.969959.
Vancouver
1.Gülseren Tarhan, Gülcan Öztürk. Flipped Learning and Gamification in Information Technologies and Software Course. International Journal of Contemporary Educational Research. 2022 Mar. 1;9(1):62-77. doi:10.33200/ijcer.969959

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IJCER (International Journal of Contemporary Educational Research) ISSN: 2148-3868