Çankaya GCRIS Standart veritabanının içerik oluşturulması ve kurulumu Research Ecosystems (https://www.researchecosystems.com) tarafından devam etmektedir. Bu süreçte gördüğünüz verilerde eksikler olabilir.
 

The Gamification Tool for the Classroom Response Systems: Kahoot!

dc.authorid Gunduz, Abdullah Yasin/0000-0003-2370-6199
dc.authorscopusid 57190062341
dc.authorscopusid 14033904000
dc.authorwosid Gunduz, Abdullah Yasin/Hnq-9217-2023
dc.contributor.author Gunduz, Abdullah Yasin
dc.contributor.author Akkoyunlu, Buket
dc.contributor.author Akkoyunlu, Buket
dc.contributor.authorID 8539 tr_TR
dc.contributor.other Ortak Dersler Bölümü
dc.date.accessioned 2021-06-18T11:21:55Z
dc.date.available 2021-06-18T11:21:55Z
dc.date.issued 2020
dc.department Çankaya University en_US
dc.department-temp [Gunduz, Abdullah Yasin] Usak Univ, Dept Comp Technol, Distance Educ Vocat Sch, Usak, Turkey; [Akkoyunlu, Buket] Cankaya Univ, Intercurricular Courses Dept, Ankara, Turkey en_US
dc.description Gunduz, Abdullah Yasin/0000-0003-2370-6199 en_US
dc.description.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. en_US
dc.description.publishedMonth 7
dc.description.woscitationindex Emerging Sources Citation Index
dc.identifier.citation Gündüz, Abdullah Yasin; Akkoyunlu, Buket (2020). "The Gamification Tool for the Classroom Response Systems: Kahoot!", Hacettepe Üniversitesi Eğitim Fakültesi Dergisi-Hacettepe University Journal of Education, Vol. 35, No. 3, pp. 480-488. en_US
dc.identifier.doi 10.16986/HUJE.2019052870
dc.identifier.endpage 488 en_US
dc.identifier.issn 2536-4758
dc.identifier.issue 3 en_US
dc.identifier.scopus 2-s2.0-85088941652
dc.identifier.scopusquality N/A
dc.identifier.startpage 480 en_US
dc.identifier.uri https://doi.org/10.16986/HUJE.2019052870
dc.identifier.volume 35 en_US
dc.identifier.wos WOS:000555388000001
dc.identifier.wosquality N/A
dc.language.iso en en_US
dc.publisher Hacettepe Univ en_US
dc.relation.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
dc.rights info:eu-repo/semantics/openAccess en_US
dc.scopus.citedbyCount 6
dc.subject Kahoot en_US
dc.subject Classroom Response Systems en_US
dc.subject Gamification en_US
dc.subject Flipped Learning en_US
dc.title The Gamification Tool for the Classroom Response Systems: Kahoot! tr_TR
dc.title The Gamification Tool for the Classroom Response Systems: Kahoot en_US
dc.type Article en_US
dc.wos.citedbyCount 3
dspace.entity.type Publication
relation.isAuthorOfPublication 0855a389-d762-405b-b59c-9646a08b3313
relation.isAuthorOfPublication.latestForDiscovery 0855a389-d762-405b-b59c-9646a08b3313
relation.isOrgUnitOfPublication c26f9572-660d-46b5-a627-8e3068321c89
relation.isOrgUnitOfPublication.latestForDiscovery c26f9572-660d-46b5-a627-8e3068321c89

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