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 | |
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