EN
Prospective Teachers' Views on Gamified Online Assessment Tools
Öz
Gamification, which refers to the integration of game mechanics, dynamics and components into non-game contexts, has attracted significant attention in education in recent years. When the literature is examined, it is possible to find many applications that can gamify content. This study aims to explore students' perspectives on gamification in education with a special focus on the widely known Kahoot application. Within the scope of this research, it aims to explore students' views on the application of Kahoot-based gamification techniques in formal and distance education courses. The study was conducted with a mixed research method in which both quantitative and qualitative methods were used together. Quantitative data were analyzed using statistical measures such as arithmetic mean, standard deviation and independent sample t-test. Qualitative data were collected and analyzed through interviews. In the fall semester of 2021-2022, 278 pre-service teachers enrolled in the education programs of a state university in Turkey participated in the study. While 162 students participated in the study with distance education method, 116 students participated with formal education method. A 19-item opinion questionnaire on gamification using Kahoot and a form consisting of open-ended questions were used to collect data. The participants regularly participated in Kahoot gamification activities at the end of classes for 8 weeks. According to the results, the participants were generally satisfied with the gamification applications with Kahoot. They found these applications both fun and instructive. Students generally agreed that Kahoot is a useful application. However, it was concluded that some participants experienced internet connection problems, internet quota problems, insufficient response time and fear of being left behind in the ranking. According to these results, it is recommended to use Kahoot application and gamification activities in classrooms. In order to reduce the problem of lack of interaction in distance education environments, it is recommended to include Kahoot-like applications in distance education.
Anahtar Kelimeler
Kaynakça
- Arkün Kocadere, S. & Samur, Y. (2016). Oyundan oyunlaştırmaya in A. İşman, H. F. Odabaşı & B. Akkoyunlu (Eds.), Eğitim teknolojileri okumaları 2016, 397-414. Ankara: Salmat Basım Yayın.
- Allran, J. S., Russell, M. G., Tantong, K. & Becker, J. (2021). The effectiveness of kahoot, quizlet , and flipgrid in online esl teaching. The 16th International Conference on Humanities and Social Sciences Education transformation: Humanities and Social Sciences. 2021(November), 86– 93.
- Başaran, İ. E. (1991). Eğitim yönetimi. Ankara: Gül Yayınevi.
- Bozkurt, A. & Genç Kumtepe, E. (2014). Oyunlaştırma, Oyun Felsefesi ve Eğitim: Gamification. 16.Akademik Bilişim Konferansı, Mersin Üniversitesi, Mersin.
- Büyüköztürk, Ş., Kılıç-Çakmak, E., Akgün, Ö.E., Karadeniz, Ş. & Demirel, F. (2016). Bilimsel araştırma yöntemleri. Ankara: Pegem Yayınları.
- Byrne, R. (2013). Creswell, J. W. (2003). Research design: Qualitative, quantitative, and mixed methods approaches (2nd ed.). Thousand Oaks, CA: Sage.
- Chaiyo, Y. & Nokham, R. (2017). The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system. In IEEE International Conference on Digital Arts, Media and Technology (ICDAMT), 178-182. Thailand: Chiang Mai University.
- Chiang, H.-H. (2020). Kahoot! in an EFL Reading Class. Journal of Language Teaching and Research, 11(1), 33–44. https://doi.org/10.17507/jltr.1101.05.
Ayrıntılar
Birincil Dil
İngilizce
Konular
Öğretim Teknolojileri
Bölüm
Araştırma Makalesi
Erken Görünüm Tarihi
31 Aralık 2023
Yayımlanma Tarihi
31 Aralık 2023
Gönderilme Tarihi
8 Ekim 2023
Kabul Tarihi
31 Aralık 2023
Yayımlandığı Sayı
Yıl 2023 Cilt: 6 Sayı: 2
APA
Marangoz, M., & Şahin, S. (2023). Prospective Teachers’ Views on Gamified Online Assessment Tools. International Journal of Scholars in Education, 6(2), 204-215. https://doi.org/10.52134/ueader.1372905
AMA
1.Marangoz M, Şahin S. Prospective Teachers’ Views on Gamified Online Assessment Tools. IJSE. 2023;6(2):204-215. doi:10.52134/ueader.1372905
Chicago
Marangoz, Mehmet, ve Sami Şahin. 2023. “Prospective Teachers’ Views on Gamified Online Assessment Tools”. International Journal of Scholars in Education 6 (2): 204-15. https://doi.org/10.52134/ueader.1372905.
EndNote
Marangoz M, Şahin S (01 Aralık 2023) Prospective Teachers’ Views on Gamified Online Assessment Tools. International Journal of Scholars in Education 6 2 204–215.
IEEE
[1]M. Marangoz ve S. Şahin, “Prospective Teachers’ Views on Gamified Online Assessment Tools”, IJSE, c. 6, sy 2, ss. 204–215, Ara. 2023, doi: 10.52134/ueader.1372905.
ISNAD
Marangoz, Mehmet - Şahin, Sami. “Prospective Teachers’ Views on Gamified Online Assessment Tools”. International Journal of Scholars in Education 6/2 (01 Aralık 2023): 204-215. https://doi.org/10.52134/ueader.1372905.
JAMA
1.Marangoz M, Şahin S. Prospective Teachers’ Views on Gamified Online Assessment Tools. IJSE. 2023;6:204–215.
MLA
Marangoz, Mehmet, ve Sami Şahin. “Prospective Teachers’ Views on Gamified Online Assessment Tools”. International Journal of Scholars in Education, c. 6, sy 2, Aralık 2023, ss. 204-15, doi:10.52134/ueader.1372905.
Vancouver
1.Mehmet Marangoz, Sami Şahin. Prospective Teachers’ Views on Gamified Online Assessment Tools. IJSE. 01 Aralık 2023;6(2):204-15. doi:10.52134/ueader.1372905

