Araştırma Makalesi

The Gamification Tool for the Classroom Response Systems: Kahoot!

Cilt: 35 Sayı: 3 31 Temmuz 2020
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The Gamification Tool for the Classroom Response Systems: Kahoot!

Öz

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.

Anahtar Kelimeler

Kaynakça

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  3. Çağlar, Ş., & Arkün Kocadere, S. (2015). Çevrimiçi öğrenme ortamlarında oyunlaştırma. Eğitim Bilimleri ve Uygulama 14(27), 83-102.
  4. Grinias, J. P. (2017). Making a Game Out of It: Using Web-Based Competitive Quizzes for Quantitative Analysis Content Review.
  5. Herrington, A., & Herrington, J. (2007). Authentic mobile learning in higher education. In: AARE 2007 International Educational Research Conference, (Nov. 2007), Fremantle, Western Australia.
  6. Judson, E., & Sawada, D. (2002). Learning from past and present: Electronic response systems in college lecture halls. Journal of Computers in Mathematics and Science Teaching, 21(2), 167–181.
  7. Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strat- egies for training and education. San Francisco, CA: Pfeiffer.
  8. 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.

Ayrıntılar

Birincil Dil

İngilizce

Konular

Alan Eğitimleri

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

31 Temmuz 2020

Gönderilme Tarihi

5 Ekim 2018

Kabul Tarihi

20 Aralık 2018

Yayımlandığı Sayı

Yıl 2020 Cilt: 35 Sayı: 3

Kaynak Göster

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, ve 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 (01 Temmuz 2020) The Gamification Tool for the Classroom Response Systems: Kahoot! Hacettepe Üniversitesi Eğitim Fakültesi Dergisi 35 3 480–488.
IEEE
[1]A. Y. Gündüz ve B. Akkoyunlu, “The Gamification Tool for the Classroom Response Systems: Kahoot!”, Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, c. 35, sy 3, ss. 480–488, Tem. 2020, [çevrimiçi]. Erişim adresi: 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 (01 Temmuz 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, ve Buket Akkoyunlu. “The Gamification Tool for the Classroom Response Systems: Kahoot!”. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, c. 35, sy 3, Temmuz 2020, ss. 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]. 01 Temmuz 2020;35(3):480-8. Erişim adresi: https://izlik.org/JA79JN82TN