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.contributor.authorGündüz, Abdullah Yasin
dc.contributor.authorAkkoyunlu, Buket
dc.contributor.authorID8539tr_TR
dc.date.accessioned2021-06-18T11:21:55Z
dc.date.available2021-06-18T11:21:55Z
dc.date.issued2020
dc.departmentÇankaya Üniversitesi, Ortak Dersler Bölümü, Eğitim Teknolojileri Bilim Dalıen_US
dc.description.abstractClassroom 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.publishedMonth7
dc.identifier.citationGündüz, 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.doi10.16986/HUJE.2019052870
dc.identifier.endpage488en_US
dc.identifier.issn2536-4758
dc.identifier.issue3en_US
dc.identifier.startpage480en_US
dc.identifier.urihttp://hdl.handle.net/20.500.12416/4836
dc.identifier.volume35en_US
dc.language.isoenen_US
dc.relation.ispartofHacettepe Üniversitesi Eğitim Fakültesi Dergisi-Hacettepe University Journal of Educationen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectKahooten_US
dc.subjectClassroom Response Systemsen_US
dc.subjectGamificationen_US
dc.subjectFlipped Learningen_US
dc.titleThe Gamification Tool for the Classroom Response Systems: Kahoot!tr_TR
dc.titleThe Gamification Tool for the Classroom Response Systems: Kahoot!en_US
dc.typeArticleen_US
dspace.entity.typePublication

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