Bu araştırmanın amacı; tekniker adaylarının meslek öğretiminde Kahoot temelli oyunlaştırma yaklaşımına dönük görüşlerinin incelenmesidir. Bu araştırma karma desene göre tasarlanmış ve betimsel tarama modelinde tasarlanmıştır. Araştırmanın çalışma grubunu 2017-2018 bahar yarıyılında Amasya Üniversitesi Teknik Bilimler Meslek Yüksekokulunda elektronik ve otomasyon bölümündeki Elektronik ve Haberleşme örgün ve mekatronik uzaktan eğitim programlarında 2. Sınıfta öğrenim görmekte olan 76 öğrenci oluşturmaktadır. Veriler araştırmacılar tarafından geliştirilmiş olan 19 maddelik Kahoot ile oyunlaştırmaya dönük görüş anketi ve 5 açık uçlu sorudan oluşan ölçek formu aracılığıyla toplanmıştır. Çalışma gruplarına dönem boyunca her dersin sonunda Kahoot ortamında tasarlanan oyunlaştırma etkinlikleri yaptırılmıştır. Elde edilen nicel veriler üzerinde aritmetik ortalama, standart sapma ve t testi, nitel veriler üzerinde ise içerik analizleri yapılmıştır ve özetle şu sonuçlara ulaşılmıştır. Öğrenciler, Kahoot ile oyunlaştırma uygulamalarından genellikle hoşlanmakta ve memnundurlar. Bu uygulamaları eğlenceli bulmaktadırlar. Uzaktan ve yüzyüze öğretim gören öğrencilere göre bu uygulamaları daha yararlı görmektedir. Buna karşın bazı öğrencilerin teknik sorunlar yaşadığı ve yarışma korkusu duymasına neden olduğu sonucuna varılmıştır. Bu sonuçlar ışığında sınıflarda Kahoot uygulamalarına yer verilmesi önerilmekle birlikte özellikle uzaktan eğitim ortamlarında sınıf içi etkileşim konusunda yaşandığı bilinen dezavantajlardan kısmen de olsa kurtulabilmek açısından, bu tür uygulamalara uzaktan eğitimde canlı derslerde yer verilmesi önermiştir
Gamification is defined as the use of game thinking and Game processing to solve problems and attract interest to users. In other words, the use of the game in out-of-game content is to make the game fun by adding the game to the event. Game mechanics, game dynamics and game aesthetics are three elements in the game design. The game mechanics consist of a variety of activities and control mechanisms, such as scores, levels, challenges, which are used to play content in creating user experience and interest. The dynamics of the game, the experience of the game played with interest, such as reward, status, success output. The aesthetics of the game when interacting with the game system defines the emotional responses that the player wants to be awakened. The aim of the game is to make the learning process more attractive for learners. A learning environment with more fun activities can provide motivation for learners to gain a different learning experience. Vocational high school students come without examination and their success levels are low. This can cause students to be bored with the lessons. As a result, it may be possible to increase the motivation of the students towards the course by using the Kahoot. In this context, the purpose of the study; the aim of this course is to examine the views of students towards Kahoot based gamification approach in vocational education. This research is designed in a descriptive scanning model. The study group consists of 76 students in the second year of Electronic and Communication formal and Mechatronic distance education programs in the Department of Electronics and Automation at the Vocational High School of Technical Sciences of Amasya University in the spring 2017-28 semester. The data were collected through the questionnaires, consist of consisting of 19 items, developed by the researchers and 5 Open-ended questions. At the end of each course, the study groups were engaged in gamification activities designed in Kahoot environment during the semester. The mean, standard deviation and independent sample t test on the quantitative data and the content analysis on the qualitative data were performed and the following results were summarized. Students generally enjoy and are satisfied with the practice of playing with Kahoot. They find these applications amusing. Distance education students see these applications more useful than face to face students. However, it has been concluded that some students experience technical problems and fear of competition. These results are consistent with the literature. For example, a study by Simsek, Bars and Zengin (2017) emphasized that Kahoot is a game-based and interactive online response system that can be used in all disciplines and it has been stated that it offers the opportunity to make a descriptive, formative and level-determining evaluation. In another study conducted by Wang, Øfsdal, and Mørch-Storstein, (2007), Kahoot was described as a new generation student response system and included Play items to increase students ' participation in the course and motivation. Bruff (2009) emphasized that Kahoot provides teachers with significant advantages in evaluating the course process and its effectiveness. In the light of these results, it is recommended to include Kahoot applications in the classrooms. On order to be able to get rid of some of the disadvantages that are known to be experienced in classroom interaction especially in Distance Education environments, it is recommended that such applications be included in live lessons in Distance Education
Birincil Dil | Türkçe |
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Konular | Eğitim Üzerine Çalışmalar |
Bölüm | 17.SAYI |
Yazarlar | |
Yayımlanma Tarihi | 1 Temmuz 2018 |
Yayımlandığı Sayı | Yıl 2018 Cilt: 7 Sayı: 2 |